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Vierego
Vierego's Junk Imports
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Posted - 2011.06.12 20:40:00 -
[1]
Note, I have no idea what I am talking about which is why I am asking.
So you live in 0.0 and the way into your "realm" has 1 entrance/exit only. For random instance, look at delve.
RF-K9W
Now, lets say you have a fairly big alliance/corp could you assign "afk guard duty". Have a couple Disco phoons on the data strategically placed, that prevents small ships from getting in that can cyno bigger ships. Have an afk logi or two repping the discos from their own damage.
Now of course this only stops small stuff, so you have semi coherent guards on alts, a decent intel channel and high alpha + few bombers.
Obviously a lot of upfront work, and high man power but, if you are a big alliance like some of those that have 6000 members. Why wouldn't you?
I'm looking at branch/Tenal as a group. You "only" have to defend UQ9-3c,Y-1918,MA-VDX,b3qp-k,42xj-n. Is it that hard in a giant alliance to find volunteers for shifts for afk alt pilot duty?
Like I said I have no clue what I am talking about, which is why I am asking.
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Niveon
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Posted - 2011.06.12 21:05:00 -
[2]
Wormholes, 'awoxing'/spies, or just rush/smash past such a camp with enough buffer/dps, then roam/cyno. |
Th0rG0d
Terminal Pharmaceuticals Inc.
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Posted - 2011.06.12 23:07:00 -
[3]
A "couple" anything won't be able to cover the gates, especially if any are regional. AFK and defending don't mix. Take away the "afk" and "a couple", and you have a regular old gate camp, which are quite frequent on these types of entries.
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ELECTR0FREAK
Eye of God
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Posted - 2011.06.13 01:42:00 -
[4]
Edited by: ELECTR0FREAK on 13/06/2011 01:48:43
There is no way to really, truly secure your space against intruders.
Most (competent) large alliances will make use of a region intel channel, standing fleets (for quick response to invasions), jump bridges, roaming scouts and defense gangs. To improve security of a system, some alliances will place sling bubbles on one side of a gate and clusters of bubbles on the other, to slow down invading hostiles. But the fact is, measures such as these do little to stop fast-movers and cyno ships. It still is a fairly simple task for a determined hostile group to get into your space if they wish.
Discoverer of the Original Missile Damage Formula |
Roosterton
Psychotic Delusions Enemy-Fleet
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Posted - 2011.06.13 04:35:00 -
[5]
Edited by: Roosterton on 13/06/2011 04:35:18 That seems like an awful lot of work to stop cynos... Wouldn't a cynojammer work a bit better?
Not to mention, what if a friendly pod jumps in? -------- Enemy corps raided into disbandment: Three.
Originally by: Tarminic
OH MY GOD WHAT HAVE YOU DONE?! |
ELECTR0FREAK
Eye of God
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Posted - 2011.06.13 04:36:00 -
[6]
Originally by: Roosterton Edited by: Roosterton on 13/06/2011 04:35:18 That seems like an awful lot of work to stop cynos... Wouldn't a cynojammer work a bit better?
Not to mention, what if a friendly pod jumps in?
Won't stop covert cynojammers.
Discoverer of the Original Missile Damage Formula |
King Rothgar
Path of the Fallen
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Posted - 2011.06.13 09:29:00 -
[7]
Such a move could stop frigates and such, but you'd also be inviting in guys like me to drop by with a few BS/BC's to nuke your AFK defense fleet. And guardians do have nice salvage, I love intact armor plates. As already said, you also ignored wh's. I only go through those choke points if I'm looking to bust the camp on the choke point. To slip in and run exploration sites or kill carebears, you take a wh. It's quicker, safer and a whole lot stealthier. Thus far you shall read, but no further; for this is my sig. |
Vierego
Vierego's Junk Imports
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Posted - 2011.06.13 10:11:00 -
[8]
Thank you all very much for your replies. I had completely forgotten about WHs, among the other things described in this thread.
Like I said at the beginning I knew pretty much zero on the subject, and this has englightened be quite a bit.
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