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0007
[Proposal] Only give the defense binmat trace to the defender
2jhm8x
I think we can all agree right now the biggest issue with binmat is sabotage. If an attacker gets to a binmat shell, they can join as a defender and win instantly in 7 turns. There is absolutely *nothing* the defender can do to stop this, and it makes binmat practically worthless. There's no benefit to playing properly since it's so easy to sabotage, which is why most people don't use binmat for anything more than a panic dump. Right now if you breach a user, you get an attack *and* defense trace. My proposal is to only give the defense trace to the defender. The way this will work is if an attacker breaches a user, they get given the attack trace. Anyone else who hits that loc during the same rotation will also receive the attack trace. This way players can't keep their users in a permanent binmat loop to make them unbreachable, as you can always join as an attacker. However only the defender (d0) will receive the defense trace which they can give to whoever they want to help defend. The traces will be randomized each rotation and trying a wrong one will set curloc for that hardline, so you can't bruteforce the traces. This proposal will make sabotage obsolete, and force people to actually *play* the game rather than just spamming d0 until they get the breach. This will greatly improve PvP by forcing people to actually learn the binmat mechanics instead of just skipping them entirely through sabotage. In my opinion this is the most important change that can be made for PvP right now. Please leave your feedback in the comments.
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This would still allow for defenders to spy/sabotage attackers, but at the moment that simply isn't a thing that happens because the defender's top priority is lessening costs. I am not sure it would happen any more if the game actually played out naturally, but it *might*. Still, I think this proposal gets binmat into a MUCH better place -- at least in the ballpark of reasonable, rather than the current state which is completely unreasonable. ( for reference, when zez was attacking me, his typical strat appears to be 3 defender saboteurs and then, only when it is clear he is getting close to clearing a lane, joining as an attacker to draw from an empty stack. I have never seen him play a single card legitimately. Pure draw-exhaustion with multiple saboteurs. Cannot blame him, with the system as it is you'd be a fool to try to play legit. Which is the problem. )
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I'd suggest also giving defense traces to anyone who connects to the binmatting loc who is *also* in the defender's corp. Makes it possible for corpies to help defend without any external communication needed and would also give a new incentive to getting spies into in-game corps -- I say if you can get a rat into someone's corp like that, you deserve the defender trace.
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I'd suggest also giving defense traces to anyone who connects to the binmatting loc who is *also* in the defender's corp. Makes it possible for corpies to help defend without any external communication needed and would also give a new incentive to getting spies into in-game corps -- I say if you can get a rat into someone's corp like that, you deserve the defender trace.
rime
{191122.2000}
Interesting, I like that. Makes in-game espionage more profitable.
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Interesting, I like that. Makes in-game espionage more profitable.
alpha
{191122.2002}
Would also make `TNULLSEC` scripts immensely scarier. Because it's impossible to tell the status of someone's invitation until they actually join the corp, any `TNULLSEC` scripts you run could potentially have implanted ticking timebombs that can be sprung on you at basically any moment. It looks like the jist of `TNULLSEC` has been to add dangerous but non-immediate repercussions (like being `W/mark/ed`) so this would fit great.
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+1 to corp idea, I love it.
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