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Improving high sec wars.

Author
celebro
Ember Inc.
Curatores Veritatis Alliance
#1 - 2013-04-05 15:09:21 UTC
I am sure this topic has been beaten to death already and no improvements to the wardec mechanics has been made yet.

The problems lies in the nature of war declaration, basically you declare war on corporations that obviously don't hold any sovereignty or risk much aside from POSes, which can be taken down easily anyways. Corporation members have nothing to lose by just dropping corp for a week. Wars are fought for sovereignty or assets so the mechanics sounds a little odd, if you think about it.

We need to incentivise those wardeced corporations and give them a reason to fight. One simple way that might work would be for the wardeced fees goes to Corporations that can give some incentive to fight with that little extra funds and wardeccing corps might actually take war declarations more seriously, as you are obviously just giving away isks to the 'enemy'.

A more holistic approach will be to make changes to POS and other mechanics connected to wardeccs. Make them more modular and easier to attack and harder to take down. Make anything to do with anchored structures more of a risk during wardeccs, whilst giving other advantages.

Make players take options so they can still hide in NPC corps , but make NPC corp players feel they are losing out, by hiding in their safe 'worlds'.




Doc Fury
Furious Enterprises
#2 - 2013-04-05 15:10:09 UTC

--> Features & Ideas Discussion

There's a million angry citizens looking down their tubes..at me.

Karl Hobb
Imperial Margarine
#3 - 2013-04-05 15:16:11 UTC
celebro wrote:
A more holistic approach will be to make changes to POS and other mechanics connected to wardeccs. Make them more modular and easier to attack and harder to take down.

What? If you make a POS easier to attack then by definition it's going to be easier to take down.

Unless you're talking about simply adding millions more HP, in which case GTFO. Seriously, GTFO.

A professional astro-bastard was not available so they sent me.

celebro
Ember Inc.
Curatores Veritatis Alliance
#4 - 2013-04-05 15:21:06 UTC  |  Edited by: celebro
Karl Hobb wrote:
celebro wrote:
A more holistic approach will be to make changes to POS and other mechanics connected to wardeccs. Make them more modular and easier to attack and harder to take down.

What? If you make a POS easier to attack then by definition it's going to be easier to take down.

Unless you're talking about simply adding millions more HP, in which case GTFO. Seriously, GTFO.


I think was wasn't clear: by taking it down, I meant dismantle, taking your assets with you and keeping it on station is too easy, before the war starts.

Edit: No increase in HP, infact should be less HP but needs to scale with the advantages in having a POS, and all the risk vs reward stuff. Right now there are really to few reasons to have a POS.
Vincent Athena
Photosynth
#5 - 2013-04-05 15:26:23 UTC
I think by "harder to take down" he means harder to off line, un-anchor and scoop.

If you make POSes less appealing people will stop putting them up. If you make corps unappealing due to war decs people will shun them even more than now and stay in NPC corps. If you make NPC corps less appealing than now people will stop playing. Or they will scatter alts to many different corps and just play the one that does not have the war dec.

People play a game to have fun. If high sec war is not their idea of fun they will do whatever is needed to avoid it. High sec war is just one feature among dozens in Eve. Many players enjoy many of the features, but not high sec war.

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Snow Axe
Republic Military School
Minmatar Republic
#6 - 2013-04-05 15:36:28 UTC
Nerf the hell out of NPC stations to the point where newbies can use it to learn the basic ropes but be very inefficient for large scale production both in terms of slot amounts and efficiency/taxes/fees, revamp POS to be able to replace the utility of current NPC stations - better refining, plenty of slots, etc, and fix corp roles in relation to POS so that a corp can easily share a POS and have their own subdivisions etc, much like a station, except now at risk.

There, now your average industrial corp has something at stake, which means they have impetus to actually learn how to fight (or hire mercs), and presto, wardecs now have a point.

Yes, I know that's probably years of work, but the bottom line is, unless your average highsec corp has a reason to want to fight back, they're not going to, and so long as they can have 100% of what they need in impregnable NPC stations that far outstrip all other options in the game, they're never going to have a reason to learn how to defend themselves.

"Look any reason why you need to talk like that? I have now reported you. I dont need to listen to your bad tone. If you cant have a grown up conversation then leave the thread["

celebro
Ember Inc.
Curatores Veritatis Alliance
#7 - 2013-04-05 15:45:27 UTC  |  Edited by: celebro
Snow Axe wrote:
Nerf the hell out of NPC stations to the point where newbies can use it to learn the basic ropes but be very inefficient for large scale production both in terms of slot amounts and efficiency/taxes/fees, revamp POS to be able to replace the utility of current NPC stations - better refining, plenty of slots, etc, and fix corp roles in relation to POS so that a corp can easily share a POS and have their own subdivisions etc, much like a station, except now at risk.

There, now your average industrial corp has something at stake, which means they have impetus to actually learn how to fight (or hire mercs), and presto, wardecs now have a point.

Yes, I know that's probably years of work, but the bottom line is, unless your average highsec corp has a reason to want to fight back, they're not going to, and so long as they can have 100% of what they need in impregnable NPC stations that far outstrip all other options in the game, they're never going to have a reason to learn how to defend themselves.



That could work too, by my approach would be to buff POS's advantages involving isk making, giving more choices to players on what they are willing to risk in space during a war. Make a wider variety of POSes available, low HP POS harder to defend, cheaper to keep running with good refine rates etc. Tough POSes can still be a choice with clear restrictions on what can be anchored inside.
Snow Axe
Republic Military School
Minmatar Republic
#8 - 2013-04-05 15:49:58 UTC  |  Edited by: Snow Axe
celebro wrote:
That could work too, by my approach would be to buff POS's advantages involving isk making, giving more choices to players on what they are willing to risk in space during a war. Make a wider variety of POSes available, low HP POS harder to defend, cheaper to keep running with good refine rates etc. Tough POSes can still be a choice with clear restrictions on what can be anchored inside.


The problem with not changing stations concurrent with POS buffs is that they'll still be just fine as a fall-back, meaning it'd go like this :

wardec -> pull tower down within 24 hour window -> keep producing just fine in station

or more likely

wardec -> lol who cares I just produce in stations anyway

The station has to be an undesirable option to make any money for this to work.

"Look any reason why you need to talk like that? I have now reported you. I dont need to listen to your bad tone. If you cant have a grown up conversation then leave the thread["

De'Veldrin
Republic University
Minmatar Republic
#9 - 2013-04-05 15:53:29 UTC  |  Edited by: De'Veldrin
Snow Axe wrote:
celebro wrote:
That could work too, by my approach would be to buff POS's advantages involving isk making, giving more choices to players on what they are willing to risk in space during a war. Make a wider variety of POSes available, low HP POS harder to defend, cheaper to keep running with good refine rates etc. Tough POSes can still be a choice with clear restrictions on what can be anchored inside.


The problem with not changing stations concurrent with POS buffs is that they'll still be just fine as a fall-back, meaning it'd go like this :

wardec -> pull tower down within 24 hour window -> keep producing just fine in station

or more likely

wardec -> lol who cares I just produce in stations anyway

The station has to be an undesirable option to make any money for this to work.


However, in order for that to work, you need to buff the hell out of nullsec industry. There simply isn't enough capacity in all of nullsec to make up for the loss of one region of capacity in highsec. Otherwise all that will happen is that a battleship will cost roughly what a carrier costs now because they won't be able to produce them anywhere near fast enough to meet demand.

And you think grinding sov sucks now - wait til you have to do it in rifters.

De'Veldrin's Corollary (to Malcanis' Law): Any idea that seeks to limit the ability of a large nullsec bloc to do something in the name of allowing more small groups into sov null will inevitably make it that much harder for small groups to enter sov null.

Snow Axe
Republic Military School
Minmatar Republic
#10 - 2013-04-05 15:56:16 UTC
De'Veldrin wrote:
However, in order for that to work, you need to buff the hell out of nullsec industry. There simply isn't enough capacity in all of nullsec to make up for the loss of one region of capacity in highsec. Otherwise all that will happen is that a battleship will cost roughly what a carrier costs now because they won't be able to produce them anywhere near fast enough to meet demand.

And you think grinding sov sucks now - wait til you have to do it in rifters.


Oh of course. Honestly it probably won't even happen anyway because to screw up the balance would be chaos. I just meant it more as an idea to demonstrate that wardecs will never have a point until something real but worth defending is on the line.

"Look any reason why you need to talk like that? I have now reported you. I dont need to listen to your bad tone. If you cant have a grown up conversation then leave the thread["

celebro
Ember Inc.
Curatores Veritatis Alliance
#11 - 2013-04-05 16:02:05 UTC  |  Edited by: celebro
Snow Axe wrote:
celebro wrote:
That could work too, by my approach would be to buff POS's advantages involving isk making, giving more choices to players on what they are willing to risk in space during a war. Make a wider variety of POSes available, low HP POS harder to defend, cheaper to keep running with good refine rates etc. Tough POSes can still be a choice with clear restrictions on what can be anchored inside.


The problem with not changing stations concurrent with POS buffs is that they'll still be just fine as a fall-back, meaning it'd go like this :

wardec -> pull tower down within 24 hour window -> keep producing just fine in station

or more likely

wardec -> lol who cares I just produce in stations anyway

The station has to be an undesirable option to make any money for this to work.


Corporations need to do their math how much it will cost them to pull the tower down or fight, revamp POSes might by generating billions of isk a month, its their choice. Getting them active in wars might be cheaper. I'm against station nerfs if possible, because you are forcing the choice on station campers and new players , not giving them incentive or choices.
TheGunslinger42
All Web Investigations
#12 - 2013-04-05 16:04:00 UTC
I'd like if manufacturing was nerfed in stations and moved more to POS, I see this as improving a bunch of things - it'll improve industry in nullsec (which is basically dead other than for cap construction), and more on topic, it'll mean in highsec corporations have more of their assets and industrial capabilities actually floating in space and capable of being interrupted through wars - giving them a reason to fight hopefully.
Grayson Cole
Doomheim
#13 - 2013-04-05 16:05:07 UTC
Snow Axe
Republic Military School
Minmatar Republic
#14 - 2013-04-05 16:14:26 UTC
celebro wrote:
Corporations need to do their math how much it will cost them to pull the tower down or fight, revamp POSes might by generating billions of isk a month, its their choice. Getting them active in wars might be cheaper. I'm against station nerfs if possible, because you are forcing the choice on station campers and new players , not giving them incentive or choices.


It's really not this simple. You can't just think of how good the upper end of possible isk is, you have to think of how acceptable the lower end of isk is.

Let's say an indy corp can do A Thing in a highsec station and make 10 bil a month, but if they do it in a POS, they'll make 20 bil. First thought is that "hey, 20 is more than 10, POS all the way" right? Not quite. If 10 bil a month is acceptable to them, falling back to a station will not be a problem, and thus they'll just either rip their tower down for a wardec (or let it die) while they continue to make their just-fine income in station and wardecs remain worthless.

A real life analogue would be a Union going on strike. Obviously, on strike they don't get their full wages, they get Strike Pay, the amount of which varies on the union etc etc. Now, the theory behind Strike Pay is that a worker will get enough money to survive, but it'll be a big enough difference to make a worker want to resolve the strike sooner rather than later. However, if Strike Pay is too similar to their regular pay, they have no impetus to end the strike since they're just as well off now as they were before.

That's what you want to avoid, and that's why stations need a pretty firm kick in the pants for this to work at all.

"Look any reason why you need to talk like that? I have now reported you. I dont need to listen to your bad tone. If you cant have a grown up conversation then leave the thread["

celebro
Ember Inc.
Curatores Veritatis Alliance
#15 - 2013-04-05 16:14:43 UTC
Grayson Cole wrote:



My beard is nicely trimmed, thanks for the advice anyways. Big smile
celebro
Ember Inc.
Curatores Veritatis Alliance
#16 - 2013-04-05 16:52:57 UTC  |  Edited by: celebro
Snow Axe wrote:


It's really not this simple. You can't just think of how good the upper end of possible isk is, you have to think of how acceptable the lower end of isk is.

Let's say an indy corp can do A Thing in a highsec station and make 10 bil a month, but if they do it in a POS, they'll make 20 bil. First thought is that "hey, 20 is more than 10, POS all the way" right? Not quite. If 10 bil a month is acceptable to them, falling back to a station will not be a problem, and thus they'll just either rip their tower down for a wardec (or let it die) while they continue to make their just-fine income in station and wardecs remain worthless.

A real life analogue would be a Union going on strike. Obviously, on strike they don't get their full wages, they get Strike Pay, the amount of which varies on the union etc etc. Now, the theory behind Strike Pay is that a worker will get enough money to survive, but it'll be a big enough difference to make a worker want to resolve the strike sooner rather than later. However, if Strike Pay is too similar to their regular pay, they have no impetus to end the strike since they're just as well off now as they were before.

That's what you want to avoid, and that's why stations need a pretty firm kick in the pants for this to work at all.


I get your point which is good, I would still take more thought in nerfing stations. How much of a nerf can it take?. Will surely have adverse effects on the whole economy, which I feel is too risky, bearing in mind it will get players to quit. What about those that are not interested in owning space assets?

Let's try and take a more positive approach, how can we incentivise them getting more involved in wars? POS are quite mediocre when in comes to their ISK making capablities anyways. I mean, just making them easier to manage (less clicks and time to fuel /maintain) is a buff to POS on its own.
Snow Axe
Republic Military School
Minmatar Republic
#17 - 2013-04-05 17:00:30 UTC  |  Edited by: Snow Axe
celebro wrote:
What about those that are not interested in owning space assets?


Develop in a station and make less money and have far worse refines. If you don't want the risk of destructible assets, you should be forefeiting the right to the best facilities. That's the whole point of risk vs. reward - the reward is to entice you to take more risk, and simply having wardeccable assets is far less a leap of faith than say, "lol just go to nullsec or lowsec scrub". If a player refuses to make the very slight leap to POS* and still feels entitled to maximum efficiency, we may just have to concede that Eve isn't for them.

* this is of course presuming that POS gets fixed to a usable state that can be truly used as a corp asset, rather than the solo asset they are now. In their current state, I wouldn't wish POS administration on my worst enemy.

"Look any reason why you need to talk like that? I have now reported you. I dont need to listen to your bad tone. If you cant have a grown up conversation then leave the thread["

Batelle
Federal Navy Academy
#18 - 2013-04-05 17:20:53 UTC  |  Edited by: Batelle
the problems you've identified are just natural results of the game design. Specifically, you and your assets are only at risk in space. The main effect of wardecs then is to disrupt activity and operations. Poses are vulnerable highsec assets, but poses are only used because they allow you to do certain things, weather the pos is voluntarily removed or forcefully destroyed, or even just reinforced, the main effect is in disrupting the operations of the owners, not in losing a few hundred million isk in hardware (if your pos gets destroyed with billions if isk in assets inside of it, you're doing it wrong).

People will always have the ability to avoid wardecs if they're willing to adjust their behavior or alter their activities. The goal of wardec design has never been "you have to fight no matter what or else you'll lose huge amounts of assets." I think this is a pretty balanced design. Changing poses or altering wardec mechanics significantly won't make any difference unless CCP is willing to make changes that affect all areas of gameplay and alter the fundamental design of the game. However, I don't know how often people are willing to completely remove their poses in response to wardecs. Introducing some mechanic to make it harder to unanchor the tower might induce people to fight for them more, but I can't imagine this would really change the landscape of how wars are fought.

Edit: Requiring industry, refining, and research to be all done in hisec poses to be competitive would be a massive sea change in how the game is played, but it would be a guaranteed death-knell for the game if something like that was done without a full pos-rewrite AND introducing personal poses. Even then you'd basically be reducing the role of stations to asset storage, markets, cloning, and missions. It would certainly make hisec more interesting, but I'm concerned about the barriers it would raise for entry into various kinds of gameplay, as well as narrowing the types of gameplay available to casual players.

"**CCP is changing policy, and has asked that we discontinue the bonus credit program after November 7th. So until then, enjoy a super-bonus of 1B Blink Credit for each 60-day GTC you buy!"**

Never forget.

Feyd Rautha Harkonnen
Doomheim
#19 - 2013-04-05 17:33:54 UTC  |  Edited by: Feyd Rautha Harkonnen
Put war dec fees into a war 'pot' that can be claimed by defender ship kills

ZOINKS!

For each ship a defender kills they get 50% of that ship & fittings value out of the pot. This to inspire defenders to actually come out and fight.
Beef that up further if you wish, by increasing re-dec costs to the agressor, by value of kills beyond an empty pot. Again, incentivize defenders to fight, to prevent a re-dec.

i.e.
- Agressor A decs carebear corp B, paying 300m war fee
- Carebears blap 600m in agressor ships, getting that 300m war fee moved into their corp wallet
- Carebears blap an additional 200m in agressor ships, agressor would have to pay 500m (not 300) to renew war next week

Discuss...

F
Corianna
Sebiestor Tribe
Minmatar Republic
#20 - 2013-04-05 17:41:44 UTC
What about using ISK as an incentive? What I have in mind is, upon declaration of war, an ISK pool is generated based on the number of members in both the targeted corp and deccing corp. A significant number, say 250 mil per head.

The pool would serve first: as a buy-out target number, similar to ransom, that could be paid to end the war immediately. Cover half of the pool and you're clear. Payment goes to the opposing corp, either corp can opt to buy-out at anytime prior to the pool reaching 50%.

Second, the pool acts as a bounty, collectable by anyone involved in the war. Unlike individual bounties, payout is 150% (or more) ship value, along with the usual loot/salvage/30% player bounty when applicable. The bounty is subtracted from the pool for both attacking and defending ships, and reduces the buy-out cost in the process. Allied/mercenary ships that officially enter the war also count against the pool for losses and kills (though only when shooting the opposing side).

The war doesn't end when the pool is exhausted, it can be continued as normal with the buy-out option removed, though it's unlikely under this idea that wars would continue indefinitely. Also, to lessen rampant abuse, perhaps a brief duration of immunity from further wardecs should be granted to targeted corps, a few days to a week, at most.

On the related issue of corp dropping and reforming, I believe the initial cost of forming a corp should be much higher than it is currently. Repeat drop and swap wardec evaders would lose more ISK in the long term than simply staying to fight or paying someone else to fight for them. Docking up or logging off, well, nothing can be done to change that, I'm afraid.


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