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DUST and Sov warfare

Author
Rowells
Pator Tech School
Minmatar Republic
#1 - 2014-02-13 20:44:14 UTC
It's been a while since I've played Dust (RIP PS3 2010-2013) and I really did enjoy the gameplay, but I felt it lacked the proper tie-in to the EVE universe that it was marketed as having. Don't get me wrong, I like orbital strikes as much as the next guy, but I think there could be more to the fun.

So where can Dust Bunnies have fun in EVE?
A lot of places, but I picked sov warfare since it seems the most player driven aspect of the game.

How will Dusties come into play?
The primary target of Dust marines will be sovereignty upgrades and station services. I see a unique place to put them that could have an impact on warfare as a whole, without having too large an impact if you decide to not employ them.

Potential targets to interdict:
Clone facilities
Repair/fitting facilities
Docking
Manufacturing/Research
RF timers (maybe)
Cyno genrators/Jump bridge networks/Cyno jammers
Super Capital manufacturing (and possibly hangars)
POCOs

Where will these attacks happen?
The three locations where Dusties can attack will be at Stations, Ihubs, and POCOs.
How will the get there? A high slot module will be used as a landing craft (LC) launch bay. There will be different sizes for different ships (possibly restricted to certain classes and specializations, with a limited number of modules allowed to be fit). In my mind I always imagined a panther jumping in and dropping them) and these different sizes will have different cargo capacities that are capable of holding more soldiers, clones, supplies, equipment, vehicles (yes vehicles), and other combat related machinery. When these LC will have a certain speed and sig radius and will be vulnerable to attack. Multiple LC can be launched increasing chances of successful landing, but reducing their cargo size. It becomes a decision for the commanders to make based on their capabilities and those of the enemy.

When can the happen?
These attacks can happen at anytime (excluding attacks against RF timers), however there is a cooldown time (which is much longer than the effect of the a successful attack) after these attacks that makes it impossible to continuously attack the same target and keep it's services suppressed. RF timer attacks will be limited to occuring within a certain timespan near the normal time when a station/Ihub/POCO comes out of RF. For now I'll leave that time at 2 hrs previous.

Why would you attack these services?
Each attack has the possibility of temporarily removing the defender's home-field advantage. For instance if i successfully disable a cyno jammer, I would have a small window with which to jump in capitals. If i attack their docking services, I could remove their ability to either dock up and stay safe (I have decided against undocking since that could have too large of an impact against defenders). Any number or combination of these attacks, given that they are successful, could give the attackers a leg-up against the defenders when attempting to take an objective.

How will these attacks work?
Assuming that 1 of the 3 LC you launched managed to lock onto the target (we'll use an Ihub for example) the Dust marines would now be inside the Ihub and begin moving toward their objective (Jump bridge network array). Along the way they will encounter defensive turrets, hostile security systems, locked doors and bays (which need to be hacked), and if the defender was at least a little prepared, other Dust mercenaries as well. The attackers will attempt to move toward the array and if they successfully get there within a certain amount of time, they now need to destroy, disable, or possibly implant malicious code into the array. At this point, there will be a short timer (5 minutes maybe) that notifies everyone in the Ihub to GTFO as the Ihub is about to enter into lockdown (don't want to lose all that costly supplies now do we?). Once timer is up, anything inside the Ihub becomes lost to the owner and the negative affect of a compromised JB array takes place.

Should the attack be unsuccessful (either through total domination by defenders or a retreat by the attackers) the JB array will remain active, and the Ihub will enter a "Heightened Security Status" for a given period of time (the cooldown timer). Depending on the importance of the target, it could be anywhere from 6 to 36 hours before another raid can take place.

These attacks will have a set amount of time in which they can take place once the fight has started. Anywhere from 30 – 60 minutes. If the attack is not successful in that timeframe, the installation enters “Heightened Security Status” everone needs to GTFO or lose their equipment/clones. This excludes the defenders automated systems.

In the case of the RF timer, a successful attack will allow the attackers to set the timer +/- 2 hrs. If the defender wins, they get the same option as well.

How are alliances going to get these mercenaries? Surely you don't expect everyone to just go out and find some to keep handy.
Of course not. It will work in a similar fashion as FW works on DUST. The attacker will put out a contract for normal mercenaries to accept or decline, which will outline what kind of attack is going to occur, what the target is, who the defender is, and many others bits of intel that the attacker believes necessary for the Dusties to know. You may want to be a little skimpy on the details if you feel secrecy is necessary.

At the same time the defender will be alerted that this contract has been placed and can offer a counter contract to defend the location (again you might not want to disclose the sensitive details but it's up to you).

Contracts can be offered privately or have preference/bonuses to certain corps that you trust to do the job. Each contract can either be a flat reward or a bidding contract to get the best deal.
Rowells
Pator Tech School
Minmatar Republic
#2 - 2014-02-13 20:44:26 UTC
Ok, so the attackers have al these cool things, what will the defenders have?
When it comes to the defenders, the installation owner will be the primary supplier of materials, vehicles, and clones for the Dust contractors. Like the attackers, the amount of space available for these things is limited and the owner will have to take many things into consideration.

As for the contracts the defenders can set up automatic or standard contracts so that they don’t have to be available 24/7.

That being said the defender also has other options as well. If they can't find a contractor in time or the contractor they did find turns out to be an incompetent drunkard, they have installation upgrades that they can fall back on.

The allowed upgrades will depend on the sovereignty level of the system. Things that the owner can purchase/manufacture:

Defense turrets
Automated Defense Units (think of the last robot from the original Robocop. Without the clumsiness of course)
Tougher encryptions for locks
Drones for larger installations/hangars (I imagined a hobgoblin flying around the docking hangars)
And of course better equipment for the Dust mercs

All of these things can be upgraded to make them either tougher, smarter, or deadlier. Of course there will be a maintenance fee for these things depending on the upgrade size. To understand their effectiveness a little more, a fully upgraded automated system with no assistance from dust marines will potentially be able to completely hold off an attacking force for the duration of the attack.

Now I haven’t decided specifics yet but here are some examples of target effects and timers. Feel free to modify them and play with the numbers and details, or even add/remove them:

Station objectives: (Assuming Attackers are successful)
Clone Facilities – Pilots cannot jump into JC located in station. Clones cannot be upgraded.
Duration: 2 hours
Cool down: 18 hours

Reapair/Fitting systems: Ships cannot access repairs and cannot add/remove modules to their ships. Modules can still be onlined and offlined at will.
Duration: 2 hours
Cool down:18 hours

Docking: Ships cannot dock with affected installation. They can still undock at will.
Duration: 1 hour
Cool down: 18 hours

Manufacture/Research: all jobs installed are 75% slower for duration of effect. Jobs cannot be installed or removed.
Duration: 24 hours
Cool down: 72 hours

RF timers: Winner of assault (attacker or defender) is allowed to modify the exit time by +/- 2 hours
Duration: +/- 2 hours
Cooldown: 36 hours

Cyno generators: Cyno jammers are offlined for 1 hour. They will automatically come online after time is over.
Duration: 1 hour
Cool down: 18 hours

Cyno jammers: Jammer is offlined for 30 minutes. Automatically online after timer is complete.
Duration: 30 minutes
Cool down: 24 hours

Jump Bridge Network Arrays: Target system’s Jump bridge is offlined for 2 hours. Automatically onlined after timer is complete.
Duration: 2 hours
Cool down: 36 hours

Super Capital Manufacturing: All jobs have 20% time added to their current time (the 20% is based off of time to completion, not from total time). No jobs installed or cancelled during this period.
Duration: 24 hours
Cooldown: 168 hours (1 week)

POCOs: Pilots cannot remove or add materials to their hangars and cannot transfer materials from surface to POCO or POCO to surface. This does not affect normal material space launches as they do not require a POCO, you can still pick those up yourself.
Duration: 24 hours
Cooldown: 72 hours

Again this is a very iffy sketch-up of the idea. Feel free to add you own opinion, remove one of my ideas, or modify it
Danika Princip
GoonWaffe
Goonswarm Federation
#3 - 2014-02-14 06:25:38 UTC
So, In short, it should be completely impossible for people flying in space to defend their ****.
Noxisia Arkana
Deadspace Knights
#4 - 2014-02-14 14:29:22 UTC
Ha,

Danika Princip wrote:
So, In short, it should be completely impossible for people flying in space to defend their ****.



I'd be pretty pissed if I payed to play a game and a lot of the mechanics made me play another game to do trivial crap like PI or wait a day.

Why can't we try a reward based system that doesn't **** people off but is a bonus if they participate?
Dolorous Tremmens
The Scope
Gallente Federation
#5 - 2014-02-14 17:17:45 UTC  |  Edited by: Dolorous Tremmens
The problem with people wanting to integrating dust into eve is that they keep trying to put it into Nullsec first. "let dusties attack capitol ships in battles" "Let dusties do the sov grind for you"

Sov mechanics in eve are pushed the way they are because people on each side want that objective.
Dusties have no reason to be in on the sov change, They have nothing invested, unless they play eve as well, in which case they can play eve to take a hold of eve.

The groups that take sov are very insular, and justifiably paranoid. Unbelievable man hours went into buiding the alliances and coalitions power bases and fleets. Now you hand sov over to people who likely have less than isk than skillpoints, no real afiliation to the powerblocs fighting for sov.

in b4:

"just play dust, get your sov that way"

I do not, and will never own a ps3, and will not ever play a f2p-pay-2-win game

"hire people to do it, theres mercenaries in eve"

hire people to take sov. we know how that works out, and if you don't, you shouldn't be asking for dust in null, you have no place in null.

"they're going to have to do something to integrate dust"

Highsec, where mercs really live. The anarchic area "highsec" actually need mercs for things, because its uncivilized. Keep your proposals to highsec mechanics.

Get some Eve. Make it yours.

Crasniya
The Aussienauts
#6 - 2014-02-14 21:19:20 UTC
There are plenty of ways to integrate sov warfare with DUST, but the important thing is not to design it in a way which REQUIRES DUST. What you want, is a system where EVE ships can destroy something, or they can hire DUST teams to fight for it instead. The latter, allows it to be captured intact.

Soraya Xel - Council of Planetary Management 1 - soraya@biomassed.net

X Gallentius
Black Eagle1
#7 - 2014-02-14 23:54:26 UTC  |  Edited by: X Gallentius
The way they have integrated DUST into FW is to make the threshhold lower/higher for a side to take a system depending on how well the DUST side does when attacking systems on the planets.

(Pilots can help affect these outcomes by providing orbital strikes, but it seems most of the effective DUST corps have their own guys provide the fire support at this time)

DUST doesn't remove the requirements for conquest, it just sets the required "grinding effort" involved in doing so.

A similar sort of thing could happen anywhere - stations, sov structures, etc...