These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
12Next page
 

Occupancy SOV: Players as the content.‏

Author
Kerrec Snowmane
Center for Advanced Studies
Gallente Federation
#1 - 2014-09-23 20:05:20 UTC
I hope people will judge the merit (or lack of) of my idea without having to factor in my experience, although I have recently become a resident of null space. I don't like the idea of timers, short windows to bash millions of structure HP. Especially since defenders may or may not show up, or vice versa, potentially making it a boring uneventful grind. Also worth noting, being part of a big fleet where one FC and a few scouts get to have fun while everyone else targets stuff they are told to and then hits F1 also sounds like grinding to me. Yuck.

The concept of "occupancy SOV" has been popping up in various communities of late, and I have to say it makes sense to me at a very basic level, never mind how it affects the other major issues, which I choose not to drag into this discussion. So I dreamed up my own "occupancy SOV" mechanic and am now about to flesh it out here at the risk of being flamed. Worry not! I have obtained some purple thermal resists and a beefy buffer to tank the rest. This idea is raw and being fleshed out as I write, therefore should be seen as a work in progress, not a complete system to be picked apart and dismissed because it still has ~flaws~. I would rather people have the attitude of adding ideas to it to fix the holes I do not see than stating it can't work at all. So without any further delay, here goes.

The core concept for my Occupancy SOV is to make players the content. Bashing structures should be frowned upon by the "1337" players as much as carebears are. To accomplish this, you the reader must begin by dispelling the concept that stations are things to be shot at and destroyed. You must now think of stations as permanent structures that contain vulnerable security software. That software is what decides who is allowed in and who is not. That software is what must get hacked and disabled to gain control.

How do you hack that software, you ask? Well, some new mechanic to be proposed by someone else, or made up by CCP. The way I imagine it, one player gets in range of the station and starts hacking. It takes the time it takes. This is the end of the siege, not the work that went into it. A minor detail that I choose not to flesh out to keep on task.

Kerrec Snowmane
Center for Advanced Studies
Gallente Federation
#2 - 2014-09-23 20:06:07 UTC
** Continued **

Wait! How does that make players the content, you ask? Well, think of the current archeology and data hacking mechanic. You start your hack and you have a virus strength. While you attack that data/archeology site, if your virus strength drops to zero, you fail. Well, in my concept, that virus strength is obtained by farming players.

Let me explain by starting with an explanation of what the lore would be. Every ship that enters a station has to transmit a "something". The transmission of that "something" is done at short ranges and is secure because of ~reasons~. Ships never know if they will arrive at their intended destination without issue, or if EVE will happen and force them to dock up elsewhere. So it has become standard operating procedure for ships to contain those "somethings" for ALL allied stations. In order to hack into the security system of a station, those "somethings" are needed. So how do you get those "somethings"? You shoot enemy ships! Then you hack the wreckage. If successful, the loot fairy gifts you some "somethings".

At this point, CCP could choose to just convert those "somethings" directly into the virus strength needed to hack a station, but I would introduce further steps to the process. I would venture a guess and say that those "somethings" are encrypted and the victor that looted them doesn't yet know to which stations they belong, so yet more hacking to be done! And since EVE is hardcore, that hacking can't be done in safety, so not in stations, not behind POS shields, not cloaked because ~reasons~.

Now, lets say that those "somethings" have 4 variables. Region, Constallation, System and Station/POS. To begin a hack to identify those "somethings", a guess for one variable has to be entered, starting with Region and ending with Station. Once a guess in entered, you can attempt a hack and if your guess is correct there will be a node available to confirm your guess. If you don't fail the hack but the guess is incorrect, you reveal the entire grid to confirm your guess was incorrect. If you fail your hack, you have no idea if your guess was correct or not.

"But then it's just a matter of grinding until you make the correct guess", you say! Yeah, that would be lame. So introduce the possibility of destroying your "something". Two incorrect guesses or hacking failures and it goes "POOF".

"But with 4 variables, the probability..." Yeah, so let me introduce a new layer of complexity. Let me say that you can hack batches of "somethings". What I mean is, you throw your "somethings" into a big batch. You make your guess for the region that will apply to the entire batch. Then for each "something" that matches the guess, the difficulty of the hack decreases. Either the difficulty is hidden by dynamically varying the strength of the defense, or it is not hidden by having a larger virus strength that you can see immediately. Doesn't matter to me.

An example: you throw 1000 "somethings" into a batch and make a guess, then hack. 250 of those "somethings" match your guess, so your hacking difficulty decreases by some metric that is to be designed. You succeed with your hack and confirm those 250 "somethings". The other 750 now have one failed attempt. You make a new batch with those 750 and try a different guess, and proceed with a hack. Your guess is correct for 100 of those, the hacking difficulty is reduced by some metric and you succeed again. 100 of those "somethings" now have a confirmation BUT keep in mind they already have one failure tied to them. You now have 350 "somethings" with the Region revealed. 250 of those have no failure attempts and 100 have 1 failure attempt.

Now you need to repeat the process again to reveal the constellation. And then again to reveal the system. And one final time to reveal the Station.

SO! It should be obvious that A LOT of "somethings" are going to go "POOF". Which means, getting completely revealed "somethings" in decent quantities is going to require a lot of farming. Farming of other players! This is good, right? And since I'm so mean, all those revealed somethings have to go into that one ship which will approach the station and try to hack it with those "somethings" providing the final virus strength. How many of those revealed somethings would be required is a balancing issue.



HOW TO DEFEND?

1) Don't lose ships.

2) If you lose a ship and a friend is nearby, your friend should shoot your wreck. Loot it of modules if he can, but if not, deny the enemy of "somethings".

3) Find some ship out in space loitering. He may be hacking "somethings". Shoot it.

4) If alerted to your station being hacked, shoot the hacking ship, if you can tell which one it is. Otherwise shoot them all.

5) Spend a crap load of ISK to retool your security system. ** See additional ideas, below.

Kerrec Snowmane
Center for Advanced Studies
Gallente Federation
#3 - 2014-09-23 20:07:00 UTC  |  Edited by: Kerrec Snowmane
** Continued **

BLUE BALLING.

What if a corporation that is not in an alliance takes control of a system, then quits EVE? It would be impossible to conquer that system because there are no players to be the content from which to steal the "somethings". Not to mention that if a corporation determines they are the target of an invasion, they could manipulate their standings to remove the "somethings" from allies' ships, and then not log on their mains (or at all) until they determine the invading force got frustrated and gave up.

That would be gaming my concept, and it would be very lame indeed. So, I propose having NPC ships that fly around inside systems that have a small chance to drop "somethings". There would always be a given quantity of these NPC's, and they would warp and fly from celestial to celestial doing their NPC business. Make them smart, but non-aggressive. Fit the ships with defensive modules and established player techniques: MWD's and AB's to escape from scrams and disrupters (sling shot!), good tanks with good resists, reps and defensive modules like ewar (same % chance as a player), sensor disruptors, jams, etc... Don't make them stupid rats that let themselves get blown up.

For every vulnerable player in space (anywhere) that owns that particular system (that means not behind POS shields, not cloaked), one NPC despawns. That way there is an incentive for players to be out in space, since the NPC "somethings" will have obvious Region, Constellation and System variables for the "somethings" that they drop. That being said, the fourth variable (station or POS) could be increased by placing more POS's in system!



THE "SOMETHINGS"

1) Make them tradeable via the market. Voila! New career opportunities!

2) Allow them to be renamed. Their default name should be random numbers, like anomaly or signature ID's. This adds a further complexity of cataloging from who and where the "something" came from as they are collected. Everyone loves a distracted pilot! Renaming themwould allow for some educated guesses to unravel the 4 variables.



ADDITIONAL IDEAS.

** 1) I would provide corporation management a "threat" bar that shows how many "somethings" have been lost, ie: ship destroyed, wreck not destroyed by ally = assume "somethings" were looted. If management deem the risk is too high, they can bid on a team that will rebuild their stations security infrastructure. I would make these teams a limited supply and place them on auction. Let the corporations and alliances pay thru the teeth for them to create a good ISK sink. This would introduce the possibility of useless "somethings", creating the requirement to catalog the "when" as well as the "from who".

2) EVERYTHING in a station should be ejected once the station security system is compromised. This should force corporations to build or ship on demand, instead of stockpiling, or risk giving too much away to the enemy.

2a) High-Sec NPC Corporations should supply limited cargo and ship bay space in stations, influenced by faction standings and security status.

2b) Low-Sec stations should be capturable via the same mechanics outlined above. However, capturing these stations only allows you to gain storage space equivalent to a +10 faction rating from a High-Sec NPC Corp. The services remain in control of NPC Corporations, and the costs are influenced by faction standings.

3) Introduce a new POS "stick" that establishes sovereignty in systems. This POS module will override static stations in sytem, so the owner of the POS owns the system (although they may not own the station!!). Only one of these sovereignty POS can be onlined at a time. Do away with shooting POS's and introduce the same hacking concept as outlined above. If a POS runs out of fuel, the hacking it is automatically a success.

3a) All other POS's have the same capability of being infiltrated, except the "somethings", which would get used up, would be used to circumvent passwords. IE: introduce the ability to...

I can see how this would be way overpowered. Maybe for this to work, ships inside a POS would have to be bumping immune.

Edited: Becuse edumacation taut me gud spell'ng.
Adrie Atticus
Caldari Provisions
Caldari State
#4 - 2014-09-23 22:38:54 UTC
First you say you don't like timers and lots of HP on structures, then you introduce a structure with lots of HP we need to shoot?
Torneach Structor
Deep Core Mining Inc.
Caldari State
#5 - 2014-09-23 22:46:03 UTC
What determines the precise nature of the "somethings" that are dropped?
Heat-seeking Moisture Missile
Deep Thought Labs
#6 - 2014-09-24 00:18:37 UTC
what's the tl;dr version?
Kerrec Snowmane
Center for Advanced Studies
Gallente Federation
#7 - 2014-09-24 16:25:57 UTC
Adrie Atticus wrote:
First you say you don't like timers and lots of HP on structures, then you introduce a structure with lots of HP we need to shoot?


I realize I may not have explained everything well, but the answer to your question is no, I didn't introduce shooting structures. What I propose does not involve shooting at structures at all. Maybe you can quote the section that has confused you and I can edit it to be clearer.
Kerrec Snowmane
Center for Advanced Studies
Gallente Federation
#8 - 2014-09-24 16:51:07 UTC
Torneach Structor wrote:
What determines the precise nature of the "somethings" that are dropped?


I deliberately did not elaborate because I was hoping people's imagination would fire up and by filling in the holes, they would get on board. That being said, here's an example:

I'm in a small gang. I'm the "salvager" in the gang. My gang shoots a couple enemies belonging to Alliance X. Once the enemies are podded, or their pods warp off, I get to work. I target a wreck and peform something similar to the current hacking mechanics, but I'd hope CCP would introduce something new at the same time. It takes me 60 seconds or so to finish the "hack", while my gang covers my arse. I succeed with the "hack" and I get a piece of loot. Say that loot is called a "damaged memory core fragment", to be referred as DMCF from here on.
My small gang successfully returns home from the roam (something that will become important if you want to expand) and I drop those DMCF's into my corp hanger. We do this for months, where "this" is essentially PVP.

After a month or so (longer if we suck, shorter if we rock), someone grabs a thousand of these DMCF's, puts them into a ship with a new dedicated module for processing and starts to decipher the "codes". This is the mechanic I outlined:

1) Put a bunch of DMCF's into a batch.
2) Make a guess on the first variable, "Region".
3) Go thru another type of mini-game, similar to hacking.
4a) If the guess and the hack are successful, you decipher the first variable.
4b) If the guess is correct but the hack fails, you have learn nothing and your DMCF gets a bit corrupted.
4c) if the guess is incorrect and the hack succeeds, you learn that the guess is incorrect, and the DMCF gets a bit corrupted.
5) With the DMCF's that have REGION decoded, you then do the new mini-game hack to decipher the Constellation.
6a) If the guess and the hack are successful, you decipher the second variable.
6b) If the guess is correct but the hack fails, you have learn nothing and your DMCF gets a bit corrupted if not corrupted already, or it gets completely corrupted if it had already been corrupted.
6c) If the guess is incorrect and the hack succeeds, you learn that the guess is incorrect. Your DMCF gets a bit corrupted if not corrupted already, or gets completely corrupted if it had already been corrupted.
7) With the modules that have had both variables deciphered, you proceed to guess and hack for the third variable.
8) and so on until all 4 variables are deciphered.

** there is a bit more complexity in the version I originally outlined.

Now, once you have X numbers of these deciphered DMCF, you can put it into a ship with yet another special module equipped and fly it to the station you've identified and perform yet another mini-hacking game. If you succeed, the station's security system is compromised and it spits out EVERYTHING inside it. And the station is open for anyone to claim by installing their own security system.

Quantities that would affect hacking successes at all stages are open to adjustments to achieve some reasonable quantity of effort to capture SOV. IE: balancing required!
Kerrec Snowmane
Center for Advanced Studies
Gallente Federation
#9 - 2014-09-24 16:53:56 UTC
Heat-seeking Moisture Missile wrote:
what's the tl;dr version?


If you don't want to read, then why are you browsing a forum?
Torneach Structor
Deep Core Mining Inc.
Caldari State
#10 - 2014-09-24 20:27:23 UTC
Kerrec Snowmane wrote:
Torneach Structor wrote:
What determines the precise nature of the "somethings" that are dropped?


I deliberately did not elaborate because I was hoping people's imagination would fire up and by filling in the holes, they would get on board. That being said, here's an example:

*snip*


Well, by "nature" I meant how do you determine what the "correct" combination of R/C/S/L (Region/Constellation/System/Location) is?

Is it based on total corporation assets (Starbases and Stations)? Alliance assets? Where the ship happens to have spent a lot of time? Places where the particular pilot is allowed to go?
Kerrec Snowmane
Center for Advanced Studies
Gallente Federation
#11 - 2014-09-25 15:25:19 UTC
Torneach Structor wrote:
Well, by "nature" I meant how do you determine what the "correct" combination of R/C/S/L (Region/Constellation/System/Location) is?

Is it based on total corporation assets (Starbases and Stations)? Alliance assets? Where the ship happens to have spent a lot of time? Places where the particular pilot is allowed to go?


Ahh.

Every time a ship undocks, it will contain all of the security codes required to dock into every contested player owned station that will allow that ship to dock.

When that ship is destroyed, the loot fairy drops a limited quantity of those security codes. Which ones drop is random.


I realize this appears to favor very large organizations, over small ones. I am not sure what would be better:

-A large organization with lots of potential stations that can be contested balanced against large quantities of pilots that can and will lose ships? Or

-A small focused organization with few potential stations that can be contested balanced against a small quantity of pilots that can and will lose ships?


In the first instance, I feel it would be difficult to determine when your own station is reasonably vulnerable, ie: when an enemy could potentially have enough deciphered "somethings" to launch an attack.

In the second instance, it should be fairly easy to keep track of how many "somethings" have been lost, and determine how vulnerable the stations are to attack.
Cae Lara
Center for Advanced Studies
Gallente Federation
#12 - 2014-09-25 21:10:02 UTC  |  Edited by: Cae Lara
Kerrec Snowmane wrote:
Heat-seeking Moisture Missile wrote:
what's the tl;dr version?


If you don't want to read, then why are you browsing a forum?


Crick and Watson described the structure of dna in about a thousand words. You used two thousand to describe a mechanic that should fit in a few sentences.

Choose your words more carefully.
Danika Princip
GoonWaffe
Goonswarm Federation
#13 - 2014-09-25 21:33:06 UTC
Kerrec Snowmane wrote:
Torneach Structor wrote:
Well, by "nature" I meant how do you determine what the "correct" combination of R/C/S/L (Region/Constellation/System/Location) is?

Is it based on total corporation assets (Starbases and Stations)? Alliance assets? Where the ship happens to have spent a lot of time? Places where the particular pilot is allowed to go?


Ahh.

Every time a ship undocks, it will contain all of the security codes required to dock into every contested player owned station that will allow that ship to dock.

When that ship is destroyed, the loot fairy drops a limited quantity of those security codes. Which ones drop is random.


I realize this appears to favor very large organizations, over small ones. I am not sure what would be better:

-A large organization with lots of potential stations that can be contested balanced against large quantities of pilots that can and will lose ships? Or

-A small focused organization with few potential stations that can be contested balanced against a small quantity of pilots that can and will lose ships?


In the first instance, I feel it would be difficult to determine when your own station is reasonably vulnerable, ie: when an enemy could potentially have enough deciphered "somethings" to launch an attack.

In the second instance, it should be fairly easy to keep track of how many "somethings" have been lost, and determine how vulnerable the stations are to attack.



So let's say you kill me and loot a bunch of codes.

Six months later, the stations you got the codes for have changed hands several times, and are now owned by a group hostile to me. Are your codes still valid?
Kerrec Snowmane
Center for Advanced Studies
Gallente Federation
#14 - 2014-09-26 12:04:29 UTC  |  Edited by: Kerrec Snowmane
Cae Lara wrote:
Crick and Watson described the structure of dna in about a thousand words. You used two thousand to describe a mechanic that should fit in a few sentences.

Choose your words more carefully.


Sure. I could have jotted everything down in point form, keeping it all in a few hundred words. Then people would have complained about it being unclear. Doesn't matter what you do, someone will complain. At least your complaining is bumping my thread, so thanks for that.


Danika Princip wrote:
So let's say you kill me and loot a bunch of codes.

Six months later, the stations you got the codes for have changed hands several times, and are now owned by a group hostile to me. Are your codes still valid?


I don't presume to have a fully fleshed out concept that will take into account every little detail. In essence, it is a concept where we shoot other people to grind SOV, instead of shooting things that don't move, don't shoot back, have massive HP to keep it from being effortless and timers to work around time zones.

Anyway, making this stuff up as I go, here is a potential answer to your question:

1) The only way for a station to change hands is to deactivate the security system.
2) When a station's security system is deactivated, it ejects ALL player owned content. IE: ships, modules, BP's, etc...
3) Once a new security system is installed, be it a new owner or the same owner, the codes are no longer valid.

Yes, your codes can become invalid. However, having the station puke out everyone's "stuff" each time this happens seems like quite a disincentive to me. Also, I would allow the "somethings" that drop to be renamed. So people who are serious can tag them with who, where and when.

Those now useless codes can still be useful. In an example I outlined above, a guess is made to decipher either the region, constellation or system for a whole batch of codes. For every code that matches your guess, the following hacking attempt to confirm that guess becomes easier. So the codes may be useless as an end product, but it can be used to improve your chances of deciphering codes that are still valid.
Danika Princip
GoonWaffe
Goonswarm Federation
#15 - 2014-09-26 12:30:32 UTC
Hang on a minute, can you explain why it should be completely impossible to actually live in a nullsec station? If everything I own gets ejected when the station changes hands, what reason do I have to live there as opposed to basing myself in lowsec or NPC null, one carrier jump away from my staging system?

Surely we want to encourage people to live in null full time, which means NOT arbitrarily removing all of their assets, rather than have them commute in?

And it's not going to do much for player retention if smeone comes back to the game to find everything they owned is gone.
Kerrec Snowmane
Center for Advanced Studies
Gallente Federation
#16 - 2014-09-26 14:59:28 UTC
Danika Princip wrote:
Hang on a minute, can you explain why it should be completely impossible to actually live in a nullsec station? If everything I own gets ejected when the station changes hands, what reason do I have to live there as opposed to basing myself in lowsec or NPC null, one carrier jump away from my staging system?

Surely we want to encourage people to live in null full time, which means NOT arbitrarily removing all of their assets, rather than have them commute in?

And it's not going to do much for player retention if smeone comes back to the game to find everything they owned is gone.


Don't get too flustered. Nothing I've written is set in stone. I am not advocating that minor detail ***MUST*** happen. Omit that, find some other dis-incentive to game the concept and I'm just as happy.

As for why I personally suggested this? I think the concept of stockpiling is game breaking. My personal opinion. I would prefer to see a system where ships and modules are built and distributed when needed, where needed.

As for losing everything if you don't play for years? You would have options. Move everything to high-sec, where the stations can't be contested. Or just liquidate everything into ISK. ISK is accessible anywhere in New Eden. Added bonus is you don't have to worry about your FOTM being junk when you come back.
Komi Toran
Perkone
Caldari State
#17 - 2014-09-26 15:27:05 UTC
I guess my main issue with your idea is it discourages PvP, as the defender wins as long as he does not lose ships. This would also kill NRDS regions AKA Providence; if everyone's allowed to dock, it becomes increadibly easy to get those "somethings."
Kerrec Snowmane
Center for Advanced Studies
Gallente Federation
#18 - 2014-09-26 16:26:47 UTC  |  Edited by: Kerrec Snowmane
Komi Toran wrote:
I guess my main issue with your idea is it discourages PvP, as the defender wins as long as he does not lose ships. This would also kill NRDS regions AKA Providence; if everyone's allowed to dock, it becomes increadibly easy to get those "somethings."


True. But can't you think of a different way to make it all work, and keep NRDS alive? Having it tied to ship docking seemed like a potential idea, but if it will cause too many issues, then drop it. What other reasons for "something" that gets dropped from player wrecks (and NPC wrecks if players are absent) would work for everyone?

As for winning by not losing ships... if someone wants your space, and is targeting the players in your corporation or your alliance, do you really believe you'll never lose ships? I find that really far fetched.

If you mean docking up to not lose ships, I did predict that possibility and already proposed a solution.
Komi Toran
Perkone
Caldari State
#19 - 2014-09-26 16:40:15 UTC
Kerrec Snowmane wrote:
As for winning by not losing ships... if someone wants your space, and is targeting the players in your corporation or your alliance, do you really believe you'll never lose ships? I find that really far fetched.

It's not that far-fetched. It does mean that null-sec alliances will be more selective about members, as those who repeatedly lose ships become threats; that's also not a good thing.

Plus, consider who has the most reliable access to these "somethings." What is to stop an alliance from stockpiling their own "somethings" and then, when there are enough "somethings" in enemy hands, use those to switch sov to another, blue entity? Alliance hopping the station could make it effectively invulnerable.
Kerrec Snowmane wrote:
If you mean docking up to not lose ships, I did predict that possibility and already proposed a solution.

Re-problemitized with afk cloakers.
Alvatore DiMarco
Capricious Endeavours Ltd
#20 - 2014-09-26 16:45:46 UTC
Adding NPCs to EVE is one thing. Making them a way to bypass player interaction is quite another. If your system relies on farming NPCs to fix a problem that it creates (namely people becoming even more risk-averse) then something is very wrong.
12Next page