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Reading it like this makes me a bit sad - but only a bit. They managed to survive and maintain the first Keepstar for over two years, and it took a huge and long winded infiltration to finally destroy it.

I'd argue that it proves that you have a big tactical advantage in wormhole space, but you're not invincible or safe. Nobody is, anywhere.

Which at the same time is a bit of a shame; I wouldn't mind having my own space station in high security space with no risk of losing it by another corporation. I'm more of a casual base building turtling kind of gamer than the pvp type.






If you attack a very strong defensive structure in very defensible terrain it shouldn't be unexpected that it would take an overwhelmingly superior force to achieve it.

The number of bodies was a very small part of the story. Like real wars this was won almost entirely by logistics.


For me, when I've read “in wormholes you don't immediately see everyone in the system on the map,” my question was why it isn't the default behavior because it sounds way more fun.

Though I suppose, in the vast emptiness it might be difficult to find someone else. But a ‘radar’ that helps with it could have a limited range.


The only thing that's different about wormhole space is that you don't see a list of all players present in the system. This just means that you can't enter a wormhole system and immediately get an idea of how crowded it is, which makes it much more dangerous but doesn't actually change the dynamics of radars and scanning all that much.

Thats only a small part of what makes wormhole space truly different.

The entire topology of wormhole space is constantly shifting with wormholes appearing and disappearing. Hole control is paramount to fighting on jspace.


Sorry, I shouldn't have said "the only thing that's different", because there are lots of other things that make wormhole space interesting. :) I just meant it with regards to the scanning mechanics.

In normal space you do not see everyone on the map either, you must launch scan probes to track people down if they are not on the same grid as you. The difference is in wormhole space you not only need to scan down their location, but you need to be constantly scanning in order to know someone else was in the system at all.

Not really familiar with player owned structures, but how would a small corporation be able to build a station? In high sec I assume that any other corp could just declare war and blow your stuff up. Doesn't the game have any mechanic to encourage small groups of new players?

Prior until very recently, the war declaration mechanic meant anyone could declare war on any player-created group. This meant if you wanted to take a half a dozen of your buddies and form a corporation just so you can mine together, any larger group could declare war on you and camp you until you quit playing. This would force people to stay in NPC corporations because you cannot declare war on NPC corps.

CCP finally decided this is not how they want the wardec system to work. Now, a corporation can only have war declared on them if they own a structure in space. Most small corporations have no need for, or enough money, to anchor a structure in space. The idea is if you have structures in space, you should also have the means to replace them if they're destroyed or be able defend them in the first place.


Why would a small corp need to build a station in high sec? You can just keep your stuff in indestructible NPC stations.

One reason a small corporation might want a structure is to pursue industrial activities (building stuff, refining ore, etc.) that are either not available in the area or for a lower tax rate. You are correct that it wouldn't be to protect assets.



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