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Faction Warfare evolved - Updated

Author
Niluso
The Shire Hit Squad
Sedition.
#1 - 2013-04-24 04:23:33 UTC  |  Edited by: Niluso
There's not much to FW besides killmails and LP grinding. And even though those are very nice, there should be more to it as it is called "factional warfare" not LP/kill grinding. There's no real player made empire changes on a noticeable scale. Not to mention that FW is broken as it is. There should be some changes to make it much more appealing.

First of all, in FW space you can't dock in an enemy station. but in the enemy highsec areas, you can dock anywhere. This needs to change, as it doesn't make sense at all.

If a pirate fights for a faction, they should get a pardon from that faction and be able to go into highsec without being shot. This doesn't mean pirates won't be shot if they attack someone.

Faction standings should apply like security status. if I'm not in FW, but have -10 with Amarr, I shouldn't be able to travel through their highsec without being shot.

More LP for killing a WT, and less for plexing. PvP needs to be promoted not LP farmers.

Loyalty to a faction needs to be rewarded, ranks with benefits and consequences for switching sides is a must.

As I said below the faction is recruiting people to fight for their survival as a civilization. Pilots should be paid on a regular basis by the taxes gained from that factions trade. Therefore if a pirate fights for Caldari, but ganks miners in Caldari space. he lowers his, and the militias income.

All of this plays into the choice of where to live and where to trade. people who are loyal to Gallente but trade in Caldari space is illogical. And by trading in enemy space they supply the enemy faction.

It would then be important for militia fighters to keep lowsec industrialists safe, as they supply the war effort; at the same time, they are important targets for the enemy to destroy. Either way industrialists can choose risk or reward as it does play into the EVE way.

If a faction reaches 100% all but a few systems along the enemies highsec border can become temp-sec, lowsec temporarily made .5 with navy on gates and more sentry guns but no concord. the Temp zone can be the restoration of the warzone, but keep lowsec ores/rats etc there too. Make a chunk of the enemies highsec into a new FW warzone. If people in highsec are affected from the war, which they should be. It will drive more players to either fight in, or support the war.

We need everyone that actually cares about the state of FW to chime in here. Be it more ideas or good arguments for or against ideas. Constructive criticism and strong arguments for different ideas creates progression.


^EDIT^: This possible idea of an extended tug of war scenario is not to be put in place before potential fixes. We need FW fixes to balance it out way more than extended player made content. And to pursue this idea while FW is in its' state is just daft.

Perhaps before I threw these ideas out on here I should have asked what is FW to people besides kills and LP? is FW supposed to actually go somewhere in regard to player made content? Or is it supposed to be just this endless grind, this faction warzone control that never goes anywhere aside. Is the idea of pushing to the enemies capital not interesting even to the slightest?

Maybe I'm just thinking too realistic about war here. I guess people in highsec aren't supposed to hear or care about the war. Even if the enemy faction wins they still don't care because nothing comes of it!?
Caldari Citizen 20120308
Doomheim
#2 - 2013-04-24 04:25:08 UTC
If this includes no podding in FW, count me in Smile RvB sytle
michael chasseur
The Scope
Gallente Federation
#3 - 2013-04-24 04:38:56 UTC
and then you could make PvP actually matter for warzone control and you'd never hear from the minmatar or caldari again!
Abraham Nalelmir
Viziam
Amarr Empire
#4 - 2013-04-24 05:26:40 UTC
First, I don't know much about Gal/Cal war, but I'll speak of what is in front of me...
It looks nice as an idea, but you are talking about completely removing a race off the map... why?
Because there is already a problem related to the balance, too few Amarr corps/people left in militia, most are switching sides or joining other militias, the reason is because of tiers and rewards related to them
A Minmatar guy goes into a plex, sit in it for about 20 minutes, he get out with an LP amount equals to 6 or 7 times to what an Amarr pilot can do in 1 plex, giving that, Minmatar pilots does not care about losing their ships because they got LOTS of ISK
While on the other side Amarr are struggling on ISK wise because their efforts are not giving them the desired reward <- that leads to frustration, inability to go into fights because I don't have a replacement ship!

So what happen?
1- Either switch side for MInmatar (temp or permanent) to make ISK
2- Goes to another militia
3- Just leaves the whole militia

At the end, Minmatars won't find anyone to shoot at on Amarr side, because no one left in there
While if any one joins Amarr militia, he will just get frustrated of the current situation

Turning Amarr highsec into low, will just be 1 sided, same as what is going on now, and will have its result predetermined as a victory to MInmatars

^ Just my thoughts, I know some agrees and some does not, but at the end there is a problem needs solving there before doing any expansion to the warzone control
If it became a warzone control, then I don't see any reason why not to make that a null island in the middle of highsec systems, since the actual nullsec is about warzone & territory control

In Go.. ECM I trust

Octoven
Stellar Production
#5 - 2013-04-24 05:48:04 UTC
Faction war is a pretty unbalanced system at the moment, players will fly gal/min because they yield a higher reward for the least time involved. What little amarr militia there are is because players played militia and beat the amarr, and some change over to their amarr toons to fight minmatar again. In essences, FW is so messed up atm that the same people are playing both sides out of shear boredom.

Doing what you propose does not fix the situation. The entire plexing system needs revamped and balanced, hopefully then players start picking a side because they want to fight for that militia, not because it pays better.
Niluso
The Shire Hit Squad
Sedition.
#6 - 2013-04-24 05:55:53 UTC  |  Edited by: Niluso
Abraham Nalelmir wrote:
First, I don't know much about Gal/Cal war, but I'll speak of what is in front of me...
It looks nice as an idea, but you are talking about completely removing a race off the map... why?
Because there is already a problem related to the balance, too few Amarr corps/people left in militia, most are switching sides or joining other militias, the reason is because of tiers and rewards related to them
A Minmatar guy goes into a plex, sit in it for about 20 minutes, he get out with an LP amount equals to 6 or 7 times to what an Amarr pilot can do in 1 plex, giving that, Minmatar pilots does not care about losing their ships because they got LOTS of ISK
While on the other side Amarr are struggling on ISK wise because their efforts are not giving them the desired reward <- that leads to frustration, inability to go into fights because I don't have a replacement ship!

So what happen?
1- Either switch side for MInmatar (temp or permanent) to make ISK
2- Goes to another militia
3- Just leaves the whole militia

At the end, Minmatars won't find anyone to shoot at on Amarr side, because no one left in there
While if any one joins Amarr militia, he will just get frustrated of the current situation

Turning Amarr highsec into low, will just be 1 sided, same as what is going on now, and will have its result predetermined as a victory to MInmatars

^ Just my thoughts, I know some agrees and some does not, but at the end there is a problem needs solving there before doing any expansion to the warzone control
If it became a warzone control, then I don't see any reason why not to make that a null island in the middle of highsec systems, since the actual nullsec is about warzone & territory control



I see your point Abraham, and with that we're closer to identifying the real problems and we can work on solving them.

Realistically speaking, both in RL and Null, factions and civilizations are created and destroyed internally and externally. in EVE the actions of players make an impact affecting the universe of EVE. And therefore the possibility of player made content affecting empire space is valid.

A faction is recruiting pilots to fight for them, but they are not actually paid to fight. In war the solider is paid and so on. Decorations are just for looks, but it should have more meaning. the higher the rank in the militia the more ISK you get either weekly or monthly? Players can nominate characters for positions such as a fleet commander or militia leader. giving them certain boosts or rewards?

Furthermore, the faction is taxing all trade in their space. all that isk to waste to an NPC corp, it could go to the militia for weekly or monthly payments?

Just throwing out some more ideas here... Pressing deeper into Amarr space, the Minmatar will start with fewer systems and the Amarr more. Tier levels generally and for systems should be changed to benefit the lesser of the 2. The higher the system upgrade the more NPC navy ships and perhaps anti-enemy defenses are on gates and stations? The lower the overall teir the more buffs a militia can receive? either to income or fighting buffs.


Seems some of what I wrote disappeared and missed the draft.... To add to this my idea is just the foundation, and with that it needs to be built upon to be finished. I want to fix FW as much as anyone else. I'm flexible to ideas that are reasonable, and will realistically work.
Abraham Nalelmir
Viziam
Amarr Empire
#7 - 2013-04-24 06:52:18 UTC  |  Edited by: Abraham Nalelmir
Having certain "advantages" based on your rank is definitely something going to make people stick with 1 militia (in a way that will do some positive balancing thing - for example, if I'm some sort of Divine General or whatever the rank is, then NO WAY for me to leave my militia and let go all the benefits I'm getting from my militia)
The biggest problem about FW as stated above is: people join a militia because they want ISK, not because they want to fight
I for myself, I don't care about ISK out from FW I joined for pure PVP, got 2 alts, I'm making money out of them
Many people around me in my corp left because of ISK issues, they DID NOT join another militia, they just went into WH or null to get their wallets back up again, then they will join us back after a while

People who come in for PVP are so much rare, if everyone in the 4 militias started looking at PVP side, then every problem will resolve itself automatically with no CCP intervention

Yes there are those PVPers on both sides, but look at their numbers! 90% farmers & spies for both sides, the remaining 10% are somehow trying to stand on their feet in this mess (specially in Amarr militia)

With pirates who are just stepping in every system for Amarr, camping its stations making half the Amarr militia bule, the other half red, ruining their fleets killing 70% of the militia fleet at station undock, this is just a mess, pirates who have firepower, who have caps & supercaps are picking on new people, and people who returned from null to try something new, to find out they are in a mess & chaotic abomination called "militia"

Too many problems, solutions need to be starting from the FW & plexing system itself

In Go.. ECM I trust

Niluso
The Shire Hit Squad
Sedition.
#8 - 2013-04-24 09:00:38 UTC
Some more refined ideas before I hit the hay.

More LP for killing WTs, less LP for plexing and missions. More LP for taking a system.

Income wise, tax on trades in that factions space can go towards funding pilots in FW. militia pilots get some sort of discount towards ships/mods. Even if pilots in a factions space are not apart of the war, they certainly contribute by trading and what not.

Make ranks actually worth something, give income bonuses to higher ranks and so on. but make it really hard to get those ranks, because not everyone in the entire militia can be a general. Loyalty to that faction will progress ranks faster than flipy flopy militias.


Faction warfare is about factions fighting for their existence. not this dull ISK grind with kills and no progression. THIS IS EVE. the actions of the player matter. The player should affect even empire space and how it's shaped. the term, "I WAS THERE" should matter not just in nullsec.

I'll add more when I have time, and I hope more people chime in on the matter. I'm sure as hell not alone on the subject.
Ruskarn Andedare
Lion Investments
#9 - 2013-04-24 11:08:19 UTC
Niluso wrote:
Some more refined ideas before I hit the hay.

More LP for killing WTs, less LP for plexing and missions. More LP for taking a system.

Income wise, tax on trades in that factions space can go towards funding pilots in FW. militia pilots get some sort of discount towards ships/mods. Even if pilots in a factions space are not apart of the war, they certainly contribute by trading and what not.

Make ranks actually worth something, give income bonuses to higher ranks and so on. but make it really hard to get those ranks, because not everyone in the entire militia can be a general. Loyalty to that faction will progress ranks faster than flipy flopy militias.


Faction warfare is about factions fighting for their existence. not this dull ISK grind with kills and no progression. THIS IS EVE. the actions of the player matter. The player should affect even empire space and how it's shaped. the term, "I WAS THERE" should matter not just in nullsec.

I'll add more when I have time, and I hope more people chime in on the matter. I'm sure as hell not alone on the subject.


I general I agree with your overall concepts.

but.

I disagree with shifting LP more to taking a system - this would not be fair to some poor sap that spends hours contesting a system only for the actual capture to occur while he's asleep.

I have an idea that could be amusing instead of flipping all the FW systems if a nation gets full control of a warzone:
Change the architecture of one enemy FW system for every week a nation controls the warzone: stargates, home nation bases, everything except the background nebulae.
If it gets to the point that all the systems have been upgraded start replacing enemy FW stations in the warzone with stations from the controlling side once a month.
This way capsuleers get to change the universe, but it's slow and steady as the Empire work teams get things built rather than a quick flip and the universe changes drastically every couple of days.

Could even have some fun graphically with half-built stations and gates next to the currently active ones.
Abraham Nalelmir
Viziam
Amarr Empire
#10 - 2013-04-24 11:58:02 UTC
Nice concept as well, but still if changing high sec to low sec will have its very bad negative impacts
Having someone to commit to his militia and his race is the key to solve all problems

Rank effect, special market for him, monthly payment (even if it was small) those all and many more ideas shall have some good impact to the overall balance

I'll just put my thoughts here as well, maybe we will get more posts and eventually someone from CCP will catch this!

In Go.. ECM I trust

Niluso
The Shire Hit Squad
Sedition.
#11 - 2013-04-25 08:43:17 UTC
bump!
Epilepleplepsy
Ministry of War
Amarr Empire
#12 - 2013-04-25 09:18:05 UTC
First off, I completely agree with the principle of setting up some sort of pardon for those of us who have low security status on account of faction warfare space being invaded by neutral gangs. On the note of low sec status FW-ers, neut fleets being able to pick the few pirates out of each fleet with impunity is quite irritating to fleet cohesion. Maybe introduce some sort of gate sovereignty? For instance, if a system is owned by Amarr in FW space, allow Amarr FW players to fire on neutrals with impunity on gates. It would counter the advantage of neutral fleets in FW territory, and unless I'm missing something big, it wouldn't really affect the overall neutral presence in FW space. FW space IS low-sec after all...travel at your own risk. =)

Secondly, the LP payout balance definitely has to be rethought, along with the entire plexing system in general. FW is meant to be a PVP based environment. Currently, it's overrun by farming alts taking advantage of a system that caters altogether too much to the average carebear. LP rewards for getting kills should be greatly increased, but I don't think reducing the amount received from plexing will solve the plex problem entirely. My idea is this - One plex per system, on a 5 minute respawn timer, that affects a system's contested % much more than plexes currently do. The effective area to run down a plex from the button is 30km, so create a 30km bubble directly on the button which prevents warp-drives, warp stabs, and cloaks from functioning. You can certainly still cloak outside of that area, but simply cloaking up when someone lands really defeats the purpose of a pvp-intensive area. This would essentially encourage and centralize fights in a king-of-the-hill type dogfight for control over a system. You could still escape an enemy fleet landing by the obvious methods, but i really believe a system like this would make FW a less accessible area for farmers taking advantage of a broken setup.

On a final note, definitely increase the LP payout for I-hub bashing. Bringing your shiny stuff out to a static and VISIBLE TO ALL area for very little reward kinda makes very little sense. The obvious argument - "What about the poor guy who plexed all day to get this system contested?" wouldn't even remotely apply using the idea i suggested above, and in the current setup of plexes, who cares? All the guy did was farm PVE style. Not PVP. Priorities. Possibly a static amount given to each person based on the damage they do to the hub?

All ideas. TL;DR - we want more pew, and less farming carebears.
Darek Castigatus
Immortalis Inc.
Shadow Cartel
#13 - 2013-04-25 09:21:59 UTC
Abraham Nalelmir wrote:
Having certain "advantages" based on your rank is definitely something going to make people stick with 1 militia (in a way that will do some positive balancing thing - for example, if I'm some sort of Divine General or whatever the rank is, then NO WAY for me to leave my militia and let go all the benefits I'm getting from my militia)
The biggest problem about FW as stated above is: people join a militia because they want ISK, not because they want to fight
I for myself, I don't care about ISK out from FW I joined for pure PVP, got 2 alts, I'm making money out of them
Many people around me in my corp left because of ISK issues, they DID NOT join another militia, they just went into WH or null to get their wallets back up again, then they will join us back after a while

People who come in for PVP are so much rare, if everyone in the 4 militias started looking at PVP side, then every problem will resolve itself automatically with no CCP intervention

Yes there are those PVPers on both sides, but look at their numbers! 90% farmers & spies for both sides, the remaining 10% are somehow trying to stand on their feet in this mess (specially in Amarr militia)

With pirates who are just stepping in every system for Amarr, camping its stations making half the Amarr militia bule, the other half red, ruining their fleets killing 70% of the militia fleet at station undock, this is just a mess, pirates who have firepower, who have caps & supercaps are picking on new people, and people who returned from null to try something new, to find out they are in a mess & chaotic abomination called "militia"

Too many problems, solutions need to be starting from the FW & plexing system itself


right because its all the mean ebil piwats fault, you do realise we shoot everyone not just you right?

In fact im pretty certain we've done way more damage to the minmatar than the amarr over recent weeks

Pirates - The Invisible Fist of Darwin

you're welcome

March rabbit
Aliastra
Gallente Federation
#14 - 2013-04-25 09:31:02 UTC
Epilepleplepsy wrote:
First off, I completely agree with the principle of setting up some sort of pardon for those of us who have low security status on account of faction warfare space being invaded by neutral gangs.

this always amuses me how Gallente faction police hates gallente militians with bad SS Shocked
Either they are:
- militians - then watch another side when they do something "not good" (within reasonable area)
- pirates - then kick them out of militians and hate all you want

Current model makes no sense.

Epilepleplepsy wrote:
On the note of low sec status FW-ers, neut fleets being able to pick the few pirates out of each fleet with impunity is quite irritating to fleet cohesion. Maybe introduce some sort of gate sovereignty? For instance, if a system is owned by Amarr in FW space, allow Amarr FW players to fire on neutrals with impunity on gates.

Full support. After all militians are hired for fight for faction. They are something bigger than just capsuleers.

Epilepleplepsy wrote:
My idea is this - One plex per system, on a 5 minute respawn timer, that affects a system's contested % much more than plexes currently do.

currently different plexes allows different ship sizes to fight inside plex. Should you make only 1 plex what would you do with ship restrictions?
- allow small ships - then big ships will die in FW (like BC/BS at this time)
- allow all sizes - then small ships will die in FW (frigates will be always forces out of plex by BC/BS fleets)

Epilepleplepsy wrote:
On a final note, definitely increase the LP payout for I-hub bashing.

didn't notice any rewards from killing i-hub. They exists? Shocked

Epilepleplepsy wrote:
All ideas. TL;DR - we want more pew, and less farming carebears.

everyone wants....

The Mittani: "the inappropriate drunked joke"

Heinel Coventina
Doomheim
#15 - 2013-04-25 09:32:52 UTC
IMO the whole plexing thing is kind of flawed.

I'd much rather have each faction send lightly guarded freighters to the hubs to deliver upkeep around systems, and have players defend / assault the freighters for control instead.
Epilepleplepsy
Ministry of War
Amarr Empire
#16 - 2013-04-25 09:39:55 UTC
Epilepleplepsy wrote:
My idea is this - One plex per system, on a 5 minute respawn timer, that affects a system's contested % much more than plexes currently do.

currently different plexes allows different ship sizes to fight inside plex. Should you make only 1 plex what would you do with ship restrictions?
- allow small ships - then big ships will die in FW (like BC/BS at this time)
- allow all sizes - then small ships will die in FW (frigates will be always forces out of plex by BC/BS fleets)


My apologies, I really should've been more specific. Basically what I had in mind is rotating sizes of the plexes. A 5 minute respawn timer after each is taken down would allow for even those with access to frigates only to have a predictable window of time that they'd be able to confidently contest those inside the plex. The single plex would spawn first as novice, and respawn in an ascending order up to large. This would allow for predictability and the preparation required for taking a fight to a static area in a system.

I appreciate you taking the time to look over my wall of text mate, glad you like the ideas.
Epilepleplepsy
Ministry of War
Amarr Empire
#17 - 2013-04-25 09:51:10 UTC
Heinel Coventina wrote:
IMO the whole plexing thing is kind of flawed.

I'd much rather have each faction send lightly guarded freighters to the hubs to deliver upkeep around systems, and have players defend / assault the freighters for control instead.



Also, this is a really really interesting idea. I'd be interested to see a little more expansion on this topic.
IHaveCandyGetInTheVan69
Crouching Woman Hidden Cucumber
#18 - 2013-04-25 09:53:17 UTC
Caldari Citizen 20120308 wrote:
If this includes no podding in FW, count me in Smile RvB sytle


FW takes place in low sec, podding is not a problem.
Theon Severasse
The Scope
Gallente Federation
#19 - 2013-04-25 09:55:13 UTC  |  Edited by: Theon Severasse
While I don't really care about the changes to how much LP plexes make or whatever, a lot of the other changes proposed are simply stupid, both from a game mechanic point of view, and a PvP point of view.

Making a large chunk of lowsec become highsec because a faction gains a large amount of control would simply not work. Plus, what difference would it even make to people in militia anyway, the other side is still going to be able to shoot you.

Having gate guns favour a militia over neutrals also wouldn't work. Gate guns shoot when a sec loss happens within their range. A militia member shooting a neutral isn't a "CONCORD sanctioned act" or whatever they call it, which is why gate guns will shoot them. Not to mention the whole argument about neutral gangs being able to shooting at milita pirates and therefore having an advantage is flawed, as it works the same going the other way. So there isn't really an advantage at all.

Plex spawns are probably the most important part of FW in terms of PvP, as they create a focus point for fights to happen, either inside the plex, or on the gate of it.



The one thing that I do agree with is that Militia Pirates should be given a "pass" in their factions highsec (but not the allied faction highsec). Never really made sense to me that a faction would try and hunt down people who were fighting for them.
Epilepleplepsy
Ministry of War
Amarr Empire
#20 - 2013-04-25 10:04:22 UTC
Theon Severasse wrote:
Having gate guns favour a militia over neutrals also wouldn't work. Gate guns shoot when a sec loss happens within their range. A militia member shooting a neutral isn't a "CONCORD sanctioned act" or whatever they call it, which is why gate guns will shoot them. Not to mention the whole argument about neutral gangs being able to shooting at milita pirates and therefore having an advantage is flawed, as it works the same going the other way. So there isn't really an advantage at all.


My point is in FW space and FW space only, this could be a very interesting concept to explore. Neutrals (non-pirate) such as e-uni fleets simply shouldn't be able to come up into FW territory, blob a couple pirates out of a fleet to a fiery death, and still keep gate gun advantage 100% of the time. Maybe making engagements by one member of a fleet on a member of a different fleet create a full-on limited engagement between both fleets would solve the problem? Regardless of what it is, I think something has to be done about it.
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