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Bob Niac
Gallente Meridian Dynamics PURGE.
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Posted - 2007.12.31 15:39:00 -
[121]
Simple: Skill in the DB called "Warp Navigation". Alter it to require Warp Drive Operation at 4. Make it a rank EIGHT skill. Change it to:
Quote: Skill at operating Autopilot Computers. Reduces the penalty of auto-navigating in warp by 1,500 meters per level.
Leaves a good 7.5km travel to the gate and 5km to jump range.
Autopilot computers reduce penalty from 25% (meta 0) to 67% (Officer) after skills. They are low power, active, and you can only fit ONE.
So if you have EVERYTHING (ie skills and officer mods) at max you MAY land within jump range. This wont happen to freighters b/c they have no slots.
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Druadan
Gallente Aristotle Enterprises
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Posted - 2008.01.01 00:01:00 -
[122]
Originally by: Basjon Sepi Edited by: Basjon Sepi on 19/12/2007 12:41:24 Edited by: Basjon Sepi on 19/12/2007 12:40:41
Originally by: pshepherd warp to 0 is a replacement for instas. It was never intended to be anything else.
wow... someone whos been playing since then...
I dont feel so old now. I thought I was the only remaining closed beta tester or something
Warp to zero was introduced in the first Kali expansion, not just after beta.
On the topic of autopilot to zero, I can't believe this thread got past the first few times people pointed out what warp to zero actually was: the validation of a game-defining exploit. It was introduced to make instas obsolete, to remove the load of bookmark copying from the server.
Deal with it.

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Schalac
Caldari STEELERS
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Posted - 2008.01.01 00:15:00 -
[123]
Originally by: Christian Minor 2) No programmer would write an autopilot to jump to 15 km from a point when they wanted TO GO TO THAT POINT in the first place. Tom-tom doesn't route me 15 miles away from my destination via highway then force me to travel 15 miles by local roads if I can get there directly via highway.
Tom-tom also doesn't drive your car...
I don't mind the AP setting you 15k from a gate. Until the 0 patch you had to go out and make instas and that, while great once you were done, was a painstaking task. I know personally some people that made billions off of selling fakes and I'm glad that they did away with it and made it the way it is now. You no longer need to expose yourself to a dangerous area longer than it takes to warp and jump and I am very happy with that due to the fact that I tend to make enemies quicker than most.
The way I look at it is, Han Solo never went AFK when smug... err transporting goods. So I won't either.
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Grace Manturi
Manturi Industries
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Posted - 2008.01.01 00:21:00 -
[124]
I vote No ---------------------------------------------------- The Real Space Initiative |

Ikonz
Silver Snake Enterprise SMASH Alliance
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Posted - 2008.01.04 13:48:00 -
[125]
Originally by: Tolomea Edited by: Tolomea on 16/02/2007 11:35:38 RP talk is fine and all and I have no problem with it. But you need to remember the golden rule:
Gameplay always always trumps Roleplay
We make RP excuses after the fact to justify things that needed to be done to improve Gameplay, never the other way around. Also making your life easier does not necessarily improve general Gameplay.
Roleplay improves gameplay
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Thera Romana
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Posted - 2008.01.04 15:03:00 -
[126]
Ok, the question you have to ask is why do you want to be able to autopilot to Okm?
There are a few reasons,
In high sec If your doing 40 jumps and your not war dec'd there is no risk but yet your going to take 45min-hr to go those 40 jumps. AP to 0 in this case would shorten your travel time, and allow you to go the the restroom while you travel.
In low sec/0.0 the high sec reason also applies but now people would like the opportunity to also try and avoid camps. Pirates dont like this option at all, but isnt that what bubbles are for. even manually warping to 0 bubble will get ya.
Pirates in this game are for the most part lazy, and are not thinking the tactics through(not all pirates). Gates are the worst place for camping, yes it means you get to see all the traffic coming through but travelers know where to look for you as well. You want to set up a good camp. set it up in the middle of a system, not at the gate. Removing local would help with this.
Smart travelers through low/0.0 have tacticals for the highly camped systems anyways. Book marks at 155k from the gate, so you can see whats at the gate and then warp to it.
I would actually like to see gates have multiple destinations. The back side of any gate is actually the most dangerous. There is no work around for it. You can try and align as quickly as you can but if your not cloaked or in a agile ship a good pilot will have you scrambed in a heart beat.
Its all a dance so it really doesnt matter, if you get autopilot to 0. Pirates will just find other ways to grab ya(mid system extractions)Solution dont travel alone, unless you dont mind loosing the ship. Really wish all this insta combat stuff everyone keeps bringing up would go to the background, so that more dynamic content can be made.
Bigger ships for you also means bigger ships for them, faster ships for you means faster ships for them. Combat should not be an end, it should be a means, and not the only means. Professions need to be seperated out more, combat pilots should not be able to do everything alone. Combat pilot should have a resource that only doing combat can produce (salvage kind of fits this, but isnt used for making anything other than rigs. Miners should be the only source of ore, Only industry guys should be able to build a ship or gear. Pirates should have things available as well that are strictly pirates, would love to see a smuggler profession and bonuses.
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Xiona Vherokior
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Posted - 2008.01.26 09:16:00 -
[127]
I vote No.
It's a quite good thing, that you can't fly afk as fast as otherwise. Perhaps you want also ships to beam their cargohold into the station. Shouldn't this also be possible in a time of warp-gates? This would be quite nice for all afk-miners.
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Xindi Kraid
Caldari
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Posted - 2008.01.26 09:23:00 -
[128]
Once you learn how to use a stargate manually you realize that using the autopilot is a waste of your time anyway. Also its less than safe since if you hit a gatecamp the autopilot would start trying to allign with the next waypoint instead of getting the hell out of there NOW.
Say no to AFK travel --Bird of Prey: Forum God
1. War 2. 3. Profit |

GorlamAGJ
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Posted - 2008.01.26 10:34:00 -
[129]
So, wtz
good idea, for hig-sec => faster movement of players (me) and more important goods might spread better, so the big trade centers (j-j-j-i-ie-h-h-t-a) might be less populated. for me it would mean a more efficient way to play this game...
btw save jita - smartbomb V.V 
for low and zero.zero... hmm zero.zero doesn`t count => bubbles 
and low... would it take so much pain, to programm, that you can`t warp to 0 in low and 0.0?
+Ihre Meinung ist mir zwar widerlich, aber ich werde mich dafnr totschlagen lassen, dass Sie sie sagen dnrfen.½ Voltaire
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Mysticalend
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Posted - 2008.01.26 12:13:00 -
[130]
all i gotta say about this is, i cant stand wasting time and would like to get stuff done ASAP not 15mins from now.
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Harland Sanders
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Posted - 2008.01.27 19:51:00 -
[131]
Edited by: Harland Sanders on 27/01/2008 19:54:18 The only way I would support this is if it results in a player initiated ship nerf.
For example, Want to APWTZ? Fine. Get three "Autopilot Co-Processors" which decrease your autopilot distance by 5KM per processor and put them in your Slot 1's or Hardpoints. You could also have it reduce CPU capacity as well, since that extra CPU Processing is being used for AP.
Picking where they should go is the real question. If they were put in a slot, it reduces the functionality of the ship but can be removed once you arrive at a station. People would just carry their replacement parts in their ship hangar and swap in station. If it's hardpoints, They cannot be swapped, become an integrated part of the ship, would be lost in repackaging and would be expensive, but many pilots don't bother with hardpoints and could easily fill them up with these modules, especially if they're easy to make and become cheap to get. Also, with up to 8 harpoints available on some ships, it might not be a big enough ship nerf to matter to some ships.
Frankly, I'd rather see a station to station AP instead of WTZ, but that's just me.
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Jacob Mei
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Posted - 2008.01.27 20:37:00 -
[132]
Originally by: Frug Yes. What is the roleplaying reason for this?
I think I understand the gameplay balance reason, but not really. It makes low sec less safe I guess. But... But why?
Pirate: YAR so's I kin gank ye when yer stupid enough ta be APin' around in me 0.0 system. YAR!
Me: Fine I will sit and click a button.
I always assumed it was because the ship needs some space to come out of warp safely. If you notice when you warp to 0 to a star gate you ussually fly right threw it/bounce off it at increadable speeds, rather funny when sitting in a freighter.
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Tredis Var
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Posted - 2008.01.28 17:24:00 -
[133]
AP to zero has my vote Tredis Var |

NightF0x
Gallente Interstellar Alcohol Conglomerate
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Posted - 2008.01.28 17:43:00 -
[134]
No thanks. WTZ was a compromise for the countless numbers of bookmarks that everyone had. It wasn't intended for autopilot. There has to be some kind of penalty for doing something safely and while away from your keyboard. Right now it is perfect. It dumps you where it used to, 15 km's from the gate. If you want to get somewhere quicker then you have to do it manually. BTW, this won't help Jita. Actually it will make it worse because people won't mind flying the 15-20 jumps that it takes to get there while flying under the autopilot.
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Selene Le'Cotiere
Amarr I-Omniscient-I
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Posted - 2008.01.28 17:50:00 -
[135]
I vote no to WTZ auotopiloting.
And if you are trying to go 40 jumps to get your products to market, isn't that saying something about the market you're in? Build up your local market. *** "Some would call me a Demon. Others, a Vampire. But if the truth be told, I'm a child of the moon and a Goddess among men." Free pint of blood for the Dev who agrees |

Damselina
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Posted - 2008.02.04 07:40:00 -
[136]
I'm going to have to vote in favor of anything that removes boring crap out of the game and AP WTZ would remove a not-fun time sink. Instas were a huge huge pain in the ass but everyone put up with the hassle because they made your game time much more enjoyable. Most of the time I don't give a care about the journey because the fun starts at the destination. If we have somehow disappointed ccp because we go eat ham sandwiches instead of watching the systems roll by that's too bad. Make it fun or interesting or profitable and maybe people won't spend >50% of their logged in time AFK.
Adding WTZ to AP would have no effect on current rates of random gate killing on low/no security zones because they would still have exactly the same chance to scram someone before they warp to the next gate. In fact if someone is AFK that will remove some options for escape and increase the successes. |

Daphne Eveningstar
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Posted - 2008.02.04 09:43:00 -
[137]
I am in favor of autopilot-to-zero as well as auto-dock at destination being added.
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NightF0x
Gallente Interstellar Alcohol Conglomerate
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Posted - 2008.02.04 11:36:00 -
[138]
Sorry, I don't wish to play AFK Online... ------------------------------------
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Kaalise
Sebiestor tribe
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Posted - 2008.02.04 12:16:00 -
[139]
Personally I'd be fine with WTZ AP, but only if proper risk vs. reward is implemented: Every once in a while, the AP screws up landing you inside the stargates warp field. Thus the resulting change in directions at such velocities would leave you spread across three star systems.
Incidentally, there probably wouldn't be the time to do a clone download, so I'd go ahead and maked it permadeath too.
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Lenus Daragio
Foundry.
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Posted - 2008.02.05 07:10:00 -
[140]
Originally by: Reggie Stoneloader
Originally by: pshepherd warp to 0 is a replacement for instas. It was never intended to be anything else.
This is the correct reply. A quick lesson in EvE history is called for, but I'm too tired to give it.
Warp to zero is not a norm that other aspects of the game, such as autopilot, should adhere to. It is the formalization of a game-defining exploit.
It should never be used as an example of anything. It is an exception and a borderline cheat and its very existence does harm to the game, but it does less harm than the workaround it replaced, and saves a lot of server effort.
There should never again be a change to the game that makes it easier to travel in safety. The scales are tipped that direction already.
/Signed, over and over again. This post should go on the FAQ.
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Mayrissa
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Posted - 2008.02.08 14:14:00 -
[141]
Boy do people jabber a lot on this topic.
Well this is my concept, I like the ideas of making it a skill and making it a module, but they don't really seem to have that much of a drawback, for lowsec miners or haulers they don't really need cpu or powergrid, people will just take the decreased hold space as the price (as if it was low module slots they couldn't fit expanders)
So make it a module dependant on a skill I'm thinking that the prereqs would be hacking 5, warp drive operation 5 and Electronics Upgrades 5. The new skill would allow operation of Warp Navigation Modules that would shorten the autopilot jump distance. Obviously it would be a high rank skill
Warp Navigation Modules come in 3 variants, prototype, improved, courier (like the cloaking devices) the courier can only be mounted in special ships.
Essentially the Navigation Modules add extra processing power to the ship, this however comes at the cost of reduced warp speed (to simplify the calculations) reduced maneuverability and acceleration (as the drive computer systems are now overloaded, even with additional computers) and hold space (as it now has bulky computing modules in it). This extra processing power is used to reduce the warp drive error (chance of being thrown off course by a large body close to the exit site) so that the autopilot will accept co-ordinates closer to a gate.
Essentially it would be possible to warp to zero but the trade off is that it would take your ship much longer to align to warp and then engage the drive on the other side, and longer to move back to the gate to avoid a camp on that side. I would suggest that the modules go in low slots, so that it would be possible to a degree to mitigate the align and speed costs by fitting overdrive and inertia stabilizing modules. But that would further reduce the cargo space (bad for haulers) and increase signature radius, as well as reducing the amount of nav modules that you could fit. Afterburner and MWD modules would also be disabled while the navigation module was online.
Essentially this means that you can be good at avoiding camps on outgoing gates, or incoming gates, or a mixture of the two, but not Both at the same time. I would also suggest that the minimum warp radius should be extended out to 5km, so that a determined (or clever) pirate does have some chance to hit you. With a skill to reduce this penalty by 10% per level, with prerequs of (for example navigation and warp drive operation) it would of course be a high rank skill.
Courier ships (yes I know a new type) would not suffer the penalties with Navigation Modules, but would have a very small cargo hold and not many slots relative to their class (frigate, cruiser, battleship) and have lower total hit points. For example a frigate would have two of each slot type, (which would not allow it to warp to 0 but to get close (maybe 5k?) ) with cruiser and battleship being better, but having longer training times. Essentially they would be a better "type" of shuttle craft, but would not have much combat power and be relatively flimsy if caught by a gate camp.
That is the bones of my concept, I think that there should also be some type of pirate countermeasure, not an anti warp bubble, but something that would make it harder for an AI to plot an exit point, thus extending the radius back up To 15 k (it is important for balance that this distance can't be extended)
Any comments welcome, I know that the penalties are pretty harsh that is intentional. Any pirate countermeasure should have equally stiff requirements and penalties (reduction of scanner resolution comes to mind as one of them)
Please don't flame me, I'm just putting out an idea that would mix things up a little while not making life too hard for pirates.
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Kagura Nikon
Minmatar Infinity Enterprises Interstellar Alcohol Conglomerate
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Posted - 2008.02.08 17:00:00 -
[142]
Since from the first day I started playing this game. The worst change I ever lived was introduction of WTZ.
90% of the game I loved is gone :(. Space became stupidly small, no locality, death of piracy as a hunting activity and its transformation in pure gate camping.. Death of fun and interesting gate camp busting tactics, death of gate snipers. Death of hundreds of variations of fun PVP. The rise of the nano age, the rise of the gate blobage.
Yes WTZ killed EVE as it was.
------------------------------------------------- If brute force doesn't solve your problem... you are not using enough
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Morcam
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Posted - 2008.02.09 13:40:00 -
[143]
Edited by: Morcam on 09/02/2008 13:45:05 I remember the threads about this back in the day when wtz first came out, and all the people predicting the threads about autopilot to 0 
Personally, I think that wtz was great, and still is. Also, to the person above me, what? Did you really refer to gate camping as fun and exciting PVP? All that gate camping was was sitting at a gate with a fast locking scram frigate and some buddies, and waiting for helpless ships to come through the gates, then ganking them. Fun? Only thing that has really changed is heavy dictors that are impossible to get away from, and less people sitting on gates.
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Thargat
Caldari North Star Networks Triumvirate.
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Posted - 2008.02.09 13:44:00 -
[144]
Edited by: Thargat on 09/02/2008 13:44:29
Originally by: Kagura Nikon Since from the first day I started playing this game. The worst change I ever lived was introduction of WTZ.
90% of the game I loved is gone :(. Space became stupidly small, no locality, death of piracy as a hunting activity and its transformation in pure gate camping.. Death of fun and interesting gate camp busting tactics, death of gate snipers. Death of hundreds of variations of fun PVP. The rise of the nano age, the rise of the gate blobage.
Yes WTZ killed EVE as it was.
/QFT
There's only one sig that matters... and that's Radius. |

Patri Andari
Caldari
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Posted - 2008.02.11 06:21:00 -
[145]
Ahem, Seems to me that those against AP WTZ come from 1 of 3 camps:
1. "I have been playing this game since Beta and I had to go through this ***t so you should to!" camp.
History lesson aside, I am so sorry you were forced to have to use insta bookmarks to travel quickly. History of the game is very important, but I really do not see how that relates to a progressive and developing game. In my short time playing this game I have seen several changes that are not in line with this "founding fathers" mentality. WCS are nerfed completely, multiple MWDs are gone, cruise missiles on kestrels gone.(read about that one)
If a change that helps the game attract and keep new players while not harming existing gameplay is called for, should it not be done just because it ****es off the old heads? I mean really, you walked 40 miles to Yulai in the freezing snow, up hill both ways. And?
2. "I is a Yarbutt piwat and i need moar targets to pew pew!" camp.
Seemingly the most represented group against AP WTZ are low sec freelancers. I think AP WTZ should only be allowed in .5 and above. That being said, how exactly is your profession harmed by anyone dumb enough to travel afk trough low sec this way? People have a hard enough time doing it manually because you are so good at your job. If nothing else you benefit from this sort of traveler. I have not read a single post that pinpoints how AP WTZ would hurt low sec piracy. Those of you who think it will please provide an example.
There you are in your gate camp, HICtor and all, when the gate flashes. If he is AFK he can not escape, not even using mwd and cloak trick. You win! So how does this hurt your profession?
3. "I live in 0.0, and we use jump clones or jump bridges or other corporate sponsored means to move my goods or travel so screw you carebear!" camp.
Hard to imagine that some people actual play this game entirely in empire. I know, weird right? Some of them use freighters and haulers as a main source of trade for their small or single person corp. Some of them even find that profit is best enhanced by inter regional trade. Now I ask you, MR. "let's put it in the corp freighter and use a mothership cyno bridge to jump it close to empire" when is the last time you made 20 plus jumps (one way) in all high sec in a freighter or an iteron V? Many people do this several times a day. It is not interesting in the least. The real game play happens when the get to the destination.
You sit in your Outpost or POS waiting for the order to put up a cyno to get your goods back to 0.0. Jump freighters, carriers and cyno bridges allow the crossing of multiple light years in a single jump in low sec and 0.0. So who is lazy?
How about we reduce cyno jump distance to say no more than one constellation and institute a 5 minute delay between jumps. I am sure you would have fun with all that button pushing and waiting because you are "playing the game" afterall.
Cynos were not an original part of the game but they make life and logistics much easier for life and trade in 0.0 and low sec. Heck, you guys get your stuff to market in style.
AP WTZ can be restricted to .5 and above space to give empire dwellers an improvement to logistics without hurting 0.0 or piwats. As for you old schoolers that had it so hard.. So?
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Reggie Stoneloader
Teikoku Trade Conglomerate Visions of Warfare
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Posted - 2008.02.11 07:46:00 -
[146]
The WTZ issue was decided and settled long ago. We knew when that discussion was going on that this one was going to crop up. It was one of the big arguments against WTZ, that the next generation of noobs, with no perspective on what the game was supposed to be like, would mistake WTZ for "normal" and would cry for AP to do it, too. Here it is, that nightmare scenario, and in the form of a year-old zombie thread that will not die.
WTZ wasn't introduced as a handy feature to make life easier for players, to "progress" the game along its development. WTZ was a ransom, paid by CCP to the playerbase in order to regain the 30% of the server cluster's computing power that was being held hostage by insta bookmarks.
The reason WTZ is tolerated at all is because it is the bare minimum that they could give away that would be more appealing than making a new library of insta bookmarks. Skills that take weeks or months to train, modules that gimp your setup, fleet bonuses that require multi-man squads and a trained leader, these are too much to ask, and people would be making, copying and trading bookmarks by the thousands to work around it. So CCP handed out WTZ to stop that behavior. It was a compromise, a surrender of sorts. The playerbase was selfishly doing harm to the server cluster, and a deal was struck that would stop them.
There's no workaround for AP to 0. You can't set AP to a bookmark 15km past the gate, you can't do any dirty tricks that give you that functionality while kicking the server in the gonads. Wishing for it doesn't hurt the TQ cluster one bit. So there's nothing to bargain with, you don't have any clout, there's no motivation for CCP to add this.
Thank goodness.
Crusades: Security Status |

Patri Andari
Caldari
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Posted - 2008.02.12 03:04:00 -
[147]
Originally by: Reggie Stoneloader The WTZ issue was decided and settled long ago. We knew when that discussion was going on that this one was going to crop up. It was one of the big arguments against WTZ, that the next generation of noobs, with no perspective on what the game was supposed to be like, would mistake WTZ for "normal" and would cry for AP to do it, too. Here it is, that nightmare scenario, and in the form of a year-old zombie thread that will not die.
WTZ wasn't introduced as a handy feature to make life easier for players, to "progress" the game along its development. WTZ was a ransom, paid by CCP to the playerbase in order to regain the 30% of the server cluster's computing power that was being held hostage by insta bookmarks.
The reason WTZ is tolerated at all is because it is the bare minimum that they could give away that would be more appealing than making a new library of insta bookmarks. Skills that take weeks or months to train, modules that gimp your setup, fleet bonuses that require multi-man squads and a trained leader, these are too much to ask, and people would be making, copying and trading bookmarks by the thousands to work around it. So CCP handed out WTZ to stop that behavior. It was a compromise, a surrender of sorts. The playerbase was selfishly doing harm to the server cluster, and a deal was struck that would stop them.
There's no workaround for AP to 0. You can't set AP to a bookmark 15km past the gate, you can't do any dirty tricks that give you that functionality while kicking the server in the gonads. Wishing for it doesn't hurt the TQ cluster one bit. So there's nothing to bargain with, you don't have any clout, there's no motivation for CCP to add this.
Thank goodness.
I detect a member of camp 1. An old schooler that NeVeR wants to see the game changed in any way that benefits new players in a way he could not be benefited long ago.
Manual high sec gate jumps might be recreational for someone, I am sure, but not most. Heck, people bought Rail Road Tycoon, so I guess there is a market for "Space Ship Key Stroke Madness Online." I do not want to make 40+ high sec jumps in an industrial or freighter manually just to satisfy your sadism.
See AP WTZ as an an improvement in empire logistics similar to cynos and jump freighters for low sec and 0.0. If you have no objection to carriers hauling goods via cyno, freighters using jump bridges, or the introduction of jump freighters, how the hell can you object to AP WTZ as just another logistical improvement?
If not AP WTZ, then why not introduce a high sec only cyno ship? Lets say a Transport ship that can only jump by Cyno from High sec to High sec with much less range and cargo capacity? This puts empire on similar, all though not equal, logistical balance to 0.0.
I would settle for AP WTZ over high sec cynos, but any member of a 0.0 alliance that objects to a logistical improvement in empire trade for an empire corp or alliance is a hypocrite imho.
Funny that using carriers or jump freighters to lessen travel times is fine but AP WTZ is "the debil!"
Get over your self.
Peace
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Reggie Stoneloader
Teikoku Trade Conglomerate Visions of Warfare
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Posted - 2008.02.12 08:00:00 -
[148]
Originally by: Patri Andari I detect a member of camp 1. An old schooler that NeVeR wants to see the game changed in any way that benefits new players in a way he could not be benefited long ago.
Your "detector" is as broken as your rhetoric. Rein in the personal attacks. Quote: I do not want to make 40+ high sec jumps in an industrial or freighter manually just to satisfy your sadism.
My sadism? You ad hominem is a red herring. I don't want to wait for my manufacturing jobs to complete, or for my mining lasers to cycle, or for targets to become available to my PvP gangs, or for my launchers to reload, but that isn't even the issue here. You aren't asking for a way to travel faster, because AP isn't ever, and hasn't ever been, any faster than manually warping. The speed is right there at your fingertips. What you're asking for is a way for the game to move your assets from one end of the galaxy to another while you aren't playing the game just as quickly as an active player can move his assets. You want AFK EvE to suffer no penalties compared to the version that requires you to look at the screen once in a while. Quote: See AP WTZ as an an improvement in empire logistics similar to cynos and jump freighters for low sec and 0.0. If you have no objection to carriers hauling goods via cyno, freighters using jump bridges, or the introduction of jump freighters, how the hell can you object to AP WTZ as just another logistical improvement?
I'm assuming you've never used any of these technologies and have no idea what they do or how they do it, so I'm ignoring this part of your post. Quote: If not AP WTZ, then why not introduce a high sec only cyno ship? Lets say a Transport ship that can only jump by Cyno from High sec to High sec with much less range and cargo capacity? This puts empire on similar, all though not equal, logistical balance to 0.0.
The "logistical balance" of high-sec is that you can put a Charon on AP and go to sleep, and when you wake up nearly a million cubes of materiel are in a different region. The reality of the market should show far better than anything I can say how powerful that is. Quote: I would settle for AP WTZ over high sec cynos, but any member of a 0.0 alliance that objects to a logistical improvement in empire trade for an empire corp or alliance is a hypocrite imho.
I'd prefer high-sec cynos, myself, but comparing a niche technology to a gameplay interface automation is apples and oranges. Quote: Get over your self.
Crusades: Security Status |

Thargat
Caldari North Star Networks Triumvirate.
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Posted - 2008.02.12 10:13:00 -
[149]
Edited by: Thargat on 12/02/2008 10:16:16
Originally by: Patri Andari Rant
I've detected that you belong to the category of players that go "RANT" "I am teh best playah, ohnoes I got pewpewed UNFAIR, I am teh greatest noone should be able to blo meh upz0rz, piwates are teh lazy bad bunch ebil griefers". Who is mostly angry because he's not in a decent 0.0 corp/alliance or can't cope with thte fact that EvE is somewhat competitive and requires co-operation and has learned that he's found wanting.
see, I can do it too. But does it help improving the thread? I'd say no, so pls stop with the bs.... pls?
To get back on topic...
Any feature that removes the player from the keyboard or allows for AFK playing is bad in a MMO. They could just remove player haulers completely and have NPCs do the job (like in the game X-2 or X-3) instead of shoving player ships around on autopilot and save some cpu cycles on the server. But then this is a MMO wich should mean player interaction.... it's hard to interact with someone away from the computer.
Ps: The warp to 0 feature is still "green" afaik. Meaning that the feature is temporary (even though I don't think CCP will remove it until they have something better).
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Gargamell Smurf
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Posted - 2008.02.17 03:23:00 -
[150]
Edited by: Gargamell Smurf on 17/02/2008 03:24:38 SIGNED! it is stupid that autopilot can't warp to 0km. if autopilot could warp to 0km, people would be more likely to autopilot through low-sec and 0.0 space. this would mean they would ultimately get caught by gate camps. it doesn't matter if your autopilot can warp to 0km, it still has to warp away from the other side of the gate. that is where you are vulnerable, particularly when the autopilot is in control. there is NO reason for autopilot not be able to warp to 0. it would provide NO advantage. i argue that it would be a disadvantage because lazy players would rely on it and make themselves more vulnerable.
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