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Sovereignty and Population

First post
Author
Itrala
Trains Awesomeness
#41 - 2014-05-14 12:57:13 UTC
I think people are in need to look at this tread for ideas and all. I think my post will serve as a overdue bump :)

I like what is discussed here. Even CFC people are discussing it here. I think that if we could get all the CSM and null block totalk together with CCP about making it possible for small alliances and small corp to hold sov over some systems in null sec that it would be a great game changer. Small often evolve into bigger once they get more interesting stuff to do :)
HTC NecoSino
Suddenly Carebears
#42 - 2014-05-14 13:12:04 UTC
This thread seems great. The only issue is that it does not help Goons farm easier or safer, therefor CCP will never implement it, sorry. :(
Itrala
Trains Awesomeness
#43 - 2014-05-14 18:33:54 UTC
And that is why they must include other than goons for I am of the opinion that they are not alone.

Let's have N3 and PL along with their allies lobby CCP as well. High sec and low sec corp and alliances that want to get Sov but can't because of those bigger alliances keeps blocking them. Well let's make space a little bit more open to them.
SpaceSaft
Almost Dangerous
Wolves Amongst Strangers
#44 - 2014-05-19 07:47:21 UTC
This thread shall rise to the visibillity of the first page of F&ID!

Anyway I read up about SOV after looking at a SOV map again and found this thread. Looks like some very nice ideas.

Even though I admit you completely lost me after "Warfare". Modules? Specific structures? Dead space gates? Sorry but that doesn't sound very interesting or useful or "not tedious to engage".

From what I can see right the main problem of the SOV system is that it is too easy to hold SOV.

From what I can see an attacker on any system has to go to a system(1), deploy(2), online(3) and defend(4) sovereignity blockade units, wait a bit(5), then attack the sov claim unit(6) and win against the defending fleet that probably shows up. I haven't done this in game before but that sounds like a lot of effort.

The only thing the defender has to do is pay the sov bill (if nothing happens) and show up sometime in the process above to disrupt it.

Examples of things that don't happen:

Pirate raids
Sov expires because noone showed up
Sov claim prices rise exponentially with the amount of systems claimed
Sov units need fuel that has to refilled every 3 or 4 days
Population of the planets somehow playing into it.

I.e. any kind of push for the sov holder to do anything but pay some bill every two weeks.

Assets in these regions are mostly invulnerable and provide no targets for roam fleets, the intelligence tools consist of taking a ship and going there to see if there is a potential target which can take any number of hours, PvP activity has no influence on profitabillty of the system therefore the ones where PVP isn't are the better ones - which is btw motivating players to avoid player interaction, not seek it.

In summary SOV is held because attackers don't know if anything is there worth the effort (and mostly there isn't) and don't bother to challenge it.

Frankly it should be fairly easy to come up with any idea that ties player activity to the sov status making active systems more desireable for the potential attackers.
Brutalis Furia
Hammer and Anvil Industries
#45 - 2014-06-30 21:25:40 UTC
Wow! I love the complex, out of the box thinking! I love the idea, too! I especially love the multi-layered approach for multiple common types of gameplay. So a big +1 for me (more if I could).

To the comments regarding the ease of holding the Sov, I offer the concept of entropic decay. Systems of order, left unmaintained, revert slowly but steadily towards anarchy.

In this model, this might be expressed in a loss of control over x% of the system's combined population daily. There would need to be a counter to this to increase control that was equally difficult (or easy) as the effort required to take the system. thus maintaining the balance where it is equally difficult to maintain Sov in a system as it is to capture it.
James Baboli
Warp to Pharmacy
#46 - 2014-07-01 00:38:54 UTC
To the entropy idea. Maintenance should be easy while control is still high. After a week or two of total inactivity, it should start to get more difficult again, until eventually it is controlled in name only, with no benefits to holding sov at all. Making it exactly as hard to keep as to gain forces alliances to constantly be on the offensive, as the defender has no inherent strategic advantages as you proposed.

This provides a counter to massive unpopulated sprawl. Done right, it gives an incentive to create coalitions of smaller entities than the current corps as the smallest level of entities organized, and scale in a less heirarchical fashion up to major power blocks, as a coallition with only a very few active systems would end up paying bills just to put a color on the map.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Brutalis Furia
Hammer and Anvil Industries
#47 - 2014-07-02 02:10:44 UTC
This conversation got me thinking about Sov mechanics an something was bugging me. Why is Sov as it stands now so bad?

It's not the grind - despite what many people scream. We all like to grind. Those people like what they grind to be tring to grind them as well, but it's all a grind. So what's the problem?

Then it hit me: it's the balance between taking Sov and holding Sov - specifically the active side.

I don't think anyone would argue that taking Sov isn't an active thing. You get a big-ass fleet and blow **** up. Active. Boom.

Holding sov is different. There's no active participation needed unless someone tries to take it from you. Pay a bill. All the activities (the indices) change the value of a system and make holding it worth more, but they do nothing to actually hold the system. You can do nothing in a system and let its military and industry indices drop to 0 and it does nothing to the actual Sov of the system.

And that's where the current system breaks down.

What I love about this suggestion is that to hold sov you need to be doing something in the system.
Do I love that multiple types of attacks can have different effects on the system? Yes.
Do I like the customization of the bonuses? Yes.
The thing I keep coming back to though, is this: to keep space you have to use space.

And that's the specific place that the current system breaks down.
M1k3y Koontz
House of Musashi
Stay Feral
#48 - 2014-07-02 02:36:44 UTC
Caleb Seremshur wrote:
let's analyse the problem.

there are too many systems relative to the game population.

there's your sovereignty and population problem.

Roughly 3500 systems, with about 40,000 characters logged in (at least when I'm logging in), makes for about 11 characters per system. There's no shortage of characters, and how crowded highsec is proves that. The issue is how difficult it is to get into nullsec.

How much herp could a herp derp derp if a herp derp could herp derp.

Brutalis Furia
Hammer and Anvil Industries
#49 - 2014-07-03 00:06:11 UTC
Was thinking that if a modified version of this system was also implemented for the FW system it would act as the FW system was initially intended (or stated to be intended) - as a entry point and training ground for PvP.
Amanda MonteCarlo
The Scope
Gallente Federation
#50 - 2014-07-04 11:07:00 UTC  |  Edited by: Amanda MonteCarlo
Bump for a good thread.

If structures would produce goods when not in use (mining structures produce compressed ore, research produce research components, etc), than it will be profitable to raid unused and abandoned systems. You'd gather a couple of friends and blow up modules with valuabe stuff inside.

Benefits of this proposal are twofold:
1. You provide passive income to system owner, also giving raw materials instead of isk helps with local industry.
2. You provide atractive target for small pirate gangs.

This leads to player induced system decay. If raiders would be unopposed, they'd simply farm the system untill there are no more targets to shoot, effectively removing sov from current owner.

That means local system defence fleets are necesity, and that leads to more small gang warfare Big smile
Alavaria Fera
GoonWaffe
#51 - 2014-07-04 11:37:39 UTC
James Baboli wrote:
To the entropy idea. Maintenance should be easy while control is still high. After a week or two of total inactivity, it should start to get more difficult again, until eventually it is controlled in name only, with no benefits to holding sov at all. Making it exactly as hard to keep as to gain forces alliances to constantly be on the offensive, as the defender has no inherent strategic advantages as you proposed.

This provides a counter to massive unpopulated sprawl. Done right, it gives an incentive to create coalitions of smaller entities than the current corps as the smallest level of entities organized, and scale in a less heirarchical fashion up to major power blocks, as a coallition with only a very few active systems would end up paying bills just to put a color on the map.

Right, so instead we'd switch to the model used by modern alliances like northern associates., seen their sov on the map recently?

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?

Abrazzar
Vardaugas Family
#52 - 2014-07-04 12:18:04 UTC
A more indirect mechanic for entropy could be implemented with the "Corruption" aspect reflecting pirate faction activity and influence in a system. While it won't flip a system, it makes it easier for someone else to do so by reducing the required population control percentage to contest sov and allow conquest of structures.

Corruption would increase over time and decrease with pirate kills with a minimum corruption defined by DeCo adding corruption and a maximum restricted by planetary security in Settlements*. Amount of corruption defines the quality and quantity of ratting anomalies, signatures and belt rats. To balance the possible bounty income loss Settlements* can produce trade goods and other commodities that can be exported for ISK.

Point of this whole system is to create sov mechanics that offer choices, consequences and customizability compared to the linear, static and rigid system we have right now.


*Settlements is something I am currently working on formulating out. Gist of it is that every planet gets at least one disitrict where a settlement can be put on of different types, which can be fitted in different ways to gain benefits for the planet and/or provide stability/security.

These then can be attacked through covert operations by other players by dropping a covert command center, landing supplies from orbit and engage operations of sabotage, theft and/or propaganda until uncovered and removed.
GodsWork
Realm of God
#53 - 2014-07-04 15:09:44 UTC
Brutalis Furia
Hammer and Anvil Industries
#54 - 2014-08-16 21:38:33 UTC
I'm going to bump this discussion because I really liked the idea and wanted to hear what others thought of this one, and not on the one that was posted above this.

As to that one, I'll just say that imposing restrictions isn't the answer. We need to change the tools we have access to and the ways those tools interact.

In part Sov is messed up because force projection has outstripped sov mechanics. It's too easy to bring huge fleets to bear anywhere you need them and trigger RF in multiple places in rapid succession. if I'm living on your north border, I shouldn't be able to attack your south border.

We need to change both, as addressing either one alone would require too drastic a change. I think this concept is a very good step towards meeting a compromise in a way that integrates DUST514 as well.
Abrazzar
Vardaugas Family
#55 - 2014-10-03 16:56:44 UTC
I guess they already made up their minds on how to change Sovereignty, so this thread doesn't really serve a purpose anymore.

One last bump before oblivion.
Sakaron Hefdover
Perkone
Caldari State
#56 - 2014-10-28 15:31:14 UTC
Great Idea, they may change their minds yet
WhyYouHeffToBeMad IsOnlyGame
#57 - 2014-10-28 15:56:13 UTC
you're a bit late with your bad ideas OP.

occupancy based sov was requested by quite a few alliance leaders a while ago, so your ideas arrived late and don't make much sense, on top of requiring a big overhaul of planetary interaction. nulsec sov through control of NPC populations is not viable and has no place in the game known as EVE Online.

Everything's a game if you make it one - Uriel Paradisi Anteovnuecci

CCP: Continously Crying Playerbase - Frostys Virpio

Abrazzar
Vardaugas Family
#58 - 2014-10-28 15:57:37 UTC
WhyYouHeffToBeMad IsOnlyGame wrote:
you're a bit late with your bad ideas OP.

occupancy based sov was requested by quite a few alliance leaders a while ago, so your ideas arrived late and don't make much sense, on top of requiring a big overhaul of planetary interaction. nulsec sov through control of NPC populations is not viable and has no place in the game known as EVE Online.

Check the date of the OP, please.
WhyYouHeffToBeMad IsOnlyGame
#59 - 2014-10-28 15:59:52 UTC
Abrazzar wrote:
WhyYouHeffToBeMad IsOnlyGame wrote:
you're a bit late with your bad ideas OP.

occupancy based sov was requested by quite a few alliance leaders a while ago, so your ideas arrived late and don't make much sense, on top of requiring a big overhaul of planetary interaction. nulsec sov through control of NPC populations is not viable and has no place in the game known as EVE Online.

Check the date of the OP, please.

no Cool

Everything's a game if you make it one - Uriel Paradisi Anteovnuecci

CCP: Continously Crying Playerbase - Frostys Virpio

Phaade
LowKey Ops
Snuffed Out
#60 - 2014-10-28 17:36:30 UTC
This is an outstanding idea.

CCP, after 12 years, still hasn't come up with anything remotely close to as cool as this.

Kinda sad, to be honest.

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