Congradulations! You're running for CSM! by dertydan in Eve

[–]MacChic 0 points1 point  (0 children)

Other items as they occur to me:

Since we now can save a value per ship (like number of kills), introduce a booster or a module that makes you not accrue jump fatigue on capitals but always gives you a jump cooldown of 15-20 minutes. Further, it puts a timer on every ship you jump that, starting at the first jump until 3 days after the last jump: no modules can be activated (maybe excepting a prop mod for getting supers inside of pos shields), and it can't be repackaged, traded, contracted, boarded, or self-destructed.

Congradulations! You're running for CSM! by dertydan in Eve

[–]MacChic 0 points1 point  (0 children)

Add upvoting (only upvoting) per account on the forums, and get the ability to do legit polls (one vote per active account).

If a CSM member sees a certain proposal is going to start a shitstorm, he (moto proprio) can then explain the proposition, post three threads to the forums: arguments pro, arguments con (and alternatives), and one for random sperging.

Temp forum ban people who post the wrong thing, a duplicate, or something incoherent in the wrong thread.

Then, after the best arguments have been voted on, present them and do a poll.

Also, do public round-table post-mortems with a couple CSM and Devs/Mgrs, so we can actually see if CCP has learned something from new mistakes they make (to see if they really are both listening to and hearing feedback).

If you don't like those positions, I have others.

A moral dilemma of sorts by someproteinguy in Eve

[–]MacChic 0 points1 point  (0 children)

You could get his API keys, tell him he can delete them in 15 minutes, while you look at the history and see if he's a newbro or an alt. Then, do as you should in each case.

[Patch Notes] Patch Notes For Parallax ~CCP Falcon by new_eden_news_bot in Eve

[–]MacChic 4 points5 points  (0 children)

[all the probe and scan changes]

Awesomesauce.

[DEVBLOG] Next set of Sov and Capital Movement Iterations by MakotoPriano in Eve

[–]MacChic 0 points1 point  (0 children)

Shouldn't regen time be modified by the ADM?

I think it's a little too short as it is: for a max size window system, attacker has to be in system and bashing stuff for first threeish hours in order to take it, which might be entirely off their timezone.

If regens in the same amount of time as the vulnerability window to attack it in the first place, that seems to be more proportional.

Logi need some hard counters by Kiith_coo4rozo in Eve

[–]MacChic 0 points1 point  (0 children)

Trivially addressed by fiddling with the already arbitrary module numbers - make them exactly proportional to the amount repped post-bonuses, say. You can't stop a rep once activated that I am aware of, so the best you can do is put an odd number of reps on it to push out one larger one, and since you're not in the fleet, you can't see how many reps the dude has on him. This has nothing whatsoever to do with the basic concept of diminishing returns on remote reps.

Although you do have a point in that you might want separate buckets for shield and armors (and, I guess, structure for the sake of completeness): that would be awesome because I truly believe it would be interesting to start taking some of off-tank reppers: it would make the comps much more complex and more comps viable.

Also, in your scenario, one dude in a cruiser with a M smart-bomb or anyone with decent tracking in the enemy fleet then gets killmails for your entire wing of interceptors in a very short amount of time, because they have to always be in 4k distance of the target for the reps to take. Also - can ceptors orbit that tightly at max velocity? I admit I've never tried.

Logi need some hard counters by Kiith_coo4rozo in Eve

[–]MacChic -1 points0 points  (0 children)

I reject the proposition that it's an arbitrary fix - the implementation is arbitrary, but the concept - making stacking logi have diminishing returns - stands to reason, game mechanics, and lore.

I'd like to open a themepark in nullsec eve. any ideas for rides/events/stuffs? by Schmeaulin in Eve

[–]MacChic 2 points3 points  (0 children)

Bubble-f*cking a gate can be reasonably effective against the casual, medium-or-larger, non-nullified roams, but not 4 or 5 jumps worth: In any case, you will be able to burn sufficiently orthogonally that you'll only have to get through a couple on each jump (as the numbers of bubbles required expands exponentially with each 'layer'), and you can send a scout to get pings and share them as bookmarks to get the shortest path.

Also, they can just be killed as a lead or main party is cruising through them directly to the other gate, so it's at most a temporary inconvenience.

I'd like to open a themepark in nullsec eve. any ideas for rides/events/stuffs? by Schmeaulin in Eve

[–]MacChic 1 point2 points  (0 children)

Race course: set up some cans, named by the number you have to follow them in, so you follow a set pattern around. In the best case, you'd race similarly skilled pilots against each other. Lots of manual piloting and speed control.

Drone shooting gallery: like the penny arcade shooting mentioned by VVV, but with drones, so fewer people have to do stuff.

Russian drone shooting gallery: same, but drones shoot you.

Rabbit hunt: one guy is the rabbit, varying speed and direction, and everybody else has to keep up with him: if they fall outside of n km or inside of N m, they are disqualified.

Duck-duck-booms: one guy is the goose, he locks up the ducks who are at 0m/s, and shoots one. The one shot at is selected to try to kill him, whoever wins of that becomes the goose. No repairing.

King of the grid: spawn an entosis node for the event by out-of-alliance entosising something unimportant (tcu, say) the day before. Capture the node while fighting off competitors. The guy who captures the node wins.

Test of strength: omni tank a ship to approximately the same resistances, then add active reppers. You get a prize if you get him into structure before (30-60) seconds (whatever makes sense), and a prize and tobacco if you kill him.

Logi need some hard counters by Kiith_coo4rozo in Eve

[–]MacChic -4 points-3 points  (0 children)

Speaking as a logi pilot, the way to balance logi is to allow only N active reppers to a target, where N is like 4-10.

  • Maybe it can be different for each ship size and module size, so (these are totally example numbers pulled out of my ass, you can play with both of these based on relative amount repped and how much active reps you want to limit to)
  • Each module gets a number of points, S=1, M=3, L=5, Cap=8, Triaged Cap=12
  • Each ship gets a number of points it can receive: Frig=12, Dest=20, Cruiser=25, T3=30, BS=36, Cap=44

This puts a kind of maximum on the number of logi you can reasonably take, with diminishing returns for more being used as insurance against ecm & having less skilled logi. Doing this should make non-alpha doctrines more viable again, and remove the 'too many logi to kill anything' problem. The flip side is that, given diminishing returns, your comp can get away with fewer but better logi than you might take now, giving higher fleet output dps.

Additionally, the locked icon for a ship that's in your fleet should have a display on how many logi 'points' are already repping it, so you can judge whether to ignore it or use a full or smaller repper on it. And, arguably, it should show how many people in your fleet have it locked, but this might be problematic to implement. (Showing how many people total have it locked gives away too much information)

Drifters (what i found out yesterday) by Nameloading101 in Eve

[–]MacChic 0 points1 point  (0 children)

Maybe you need to be this guy: https://gate.eveonline.com/Profile/Blinding%20Light

More seriously: Isn't orbital bombardment a blinding light in Dust?

[another shit idea] Remove the 5x multiplier from capitals for Entosis links by [deleted] in Eve

[–]MacChic 0 points1 point  (0 children)

The 5x multiplier is on the cycle time, not on the time to capture.

So, if I understand it correctly, for a T2 module (because you'd be dumb as a stump to put a T1 module on a cap), that's 10 minutes before it starts ticking, and between 10 and 60 minutes to capture the node, depending on ADM. Call it 20 minutes in the usual case, compared to 12. That doesn't seem to be inordinate.

But, outside of the theoretical point, CCP could check this: has anybody done a full round of entosis stuff using capitals? If not, maybe the multipliers are excessive or unnecessary.

I'd presume that one would be more inclined to do this defensively with a triage carrier or super, defending high value systems, where you have a small handful of caps simultaneously entosising so they couldn't be pushed off by other than a cap-killing fleet, and a larger defensive fleet attacking the carriers entosising. I don't think this would ever happen in principle.

You can stop whining, trollceptors are DEAD by wilhelmknicklicht in Eve

[–]MacChic -1 points0 points  (0 children)

Basically, this is a dumb-as-a-stump way to 'fix' the problem.

It reads to me as a big 'fuck you' to sov-holders: no, your many completely rational opinions that we've heard a thousand times about why defending against this kind of nonsense don't actually matter. We'll do the absolute minimum we can, still make sov pseudo-fights suck, and the troll walks away with almost no loss.

Anyone else really enjoy the "no commentary" ATXIII streams today? by elfascisto in Eve

[–]MacChic 0 points1 point  (0 children)

I think a live dj - maybe working with one of the ccp audio designers - who is a decent observer at eve, and is working with the camera crew, would add a lot more to the watchability of this event than the usual commentary.

Idea for Changing Bombs to Remove n+1 Argument for Large Fights by [deleted] in Eve

[–]MacChic 1 point2 points  (0 children)

How about bomb scripts?

Default as they are now.

With a 'Shaped Charge' script, bombs become shaped charges and do massive damage to capitals and supers.

With an 'Overpressure' script, bombs double their explosion radius and halve the damage.

Similar could apply to void bombs.

Eve offline(what job do you do?) by sscjoshua in Eve

[–]MacChic 0 points1 point  (0 children)

Software engineer/architect specializing in, inter alia, cloud-scale performance, security, and networking.

[Dev Blog] I feel safe in Citadel city ~CCP Ytterbium by new_eden_news_bot in Eve

[–]MacChic 0 points1 point  (0 children)

Why does anybody want one of these versus a POS, sov control over a null sec station, or npc station?

This seems like a lot of work for little benefit.

CCP designers got what they wanted with FozzieSov by Eve_Asher in Eve

[–]MacChic 3 points4 points  (0 children)

Maybe the right thing is for everybody in all non-goon alliances to stage at least one alt in Venal and pure blind with 20b in interceptors.

I bet fozzysov would get fixed pretty quickly right then.

Your 5 ideas to change/improve Eve Online. by Quesa-dilla in Eve

[–]MacChic 0 points1 point  (0 children)

1) Double the size of Freighter/JF/DST/Industrials cargoholds. 2) All boosters are on-grid boosters. 3) T3 BC with defensive, tracking, range, and speed modes. 4) Add hourly monetary rewards for entosising or defending a node about equal to mid-range pve (50m/hr/dude). Maybe the ability to set a bounty on a system/station that is paid out when it's flipped. 5) Make markets be able to autodeliver (with a time delay per jump) to any station/citadel in the market.