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Player Features and Ideas Discussion

 
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Fixing sov, teams and wardecs.

Author
Silvetica Dian
Imperial Shipment
Amarr Empire
#1 - 2015-01-06 19:58:59 UTC
So null sov is due for changes soon.
Teams didn't work out but ccp stated they wanted something similar in the future.
High sec corps are kinda in a bad place and the war dec mechanic has some well known flaws.
i have an idea that i think will help fix these areas in one go. My aim is to make occupancy mean more in null without losing the battles over space, to make well run high sec corps have advantages, to make ducking war decs more costly and to promote synergistic sharing of space mutually benefical.

Step one.

Decouple SBU's from sov ownership. No more immunity except between timers. SBU (after renaming) will now perform a new function. Only one per gate (as now) but also only one per alliance per system! They will have one reinforcement timer but will not provide any automatic notification to the owners that they are or have been attacked. An announcement in local will be the only clue bar looking at the thing.
These will be anchorable in ALL space except wh space (and maybe a few other places eg rookie systems/ 1.0 / maybe trade hubs). If it is thought desirable then wormholes can be given the mechanic without requiring these structures.

Step two.

These newly renamed structures will allow the owning alliance to earn points devided into two catagories, military and industrial. Military will be based on rat bounty and pvp kills (a few exceptions would be needed eg duals, alliance members and unfitted ships). PvP kills should earn points far quicker than ratting. Industrial would be from mining, PI, manufacturing and blueprint stuff.
These points could then be spent on upgrades to the system that would work like implants (and would properly not stack with them).
The way it would work would be via new tower upgrades (needing cpu and pg) that consume these points every 24 hrs. Reinforcing the tower would turn them off and not refund the points. If too few points are available they would turn off until manually restarted. Unused points would decay over time.
like implants these would come in varying strengths with the weaker ones being very cheap and the most powerful very expensive. Different types of space would allow different strengths to be anchored with 0.9 only having the weaker ones through low sec, to npc null to player null getting more and more choice.
Military points would fuel upgrades to weapons eg medium lasers or large missiles etc, resists, rep speed /amount/ buffer (seperatly for shield, armor and hull), speed etc just like implants. In addition they could increase structure hp, improve local sig types and spawn freq times, speed up concord response, bring in new mission agents, improve payouts etc etc.
Indy would replicate the defunct teams, buff blueprint stuff, increase PI hotspots, speed up plantary processors, improve ore anom type and freq , improve mining yeild , etc

Step 3
The dark side.......
For every way to buff via the above will be another counterbalancing way to nerf. The nerf unit will work exactly as above and so will need a SBU to earn and a tower to spend but will be twice as powerful.
As an example the defendor could use a unit to increase structure shield hp by 40% and the attacker for the same cost would be able to reduce it by 80%.
high sec carebears might want to speed up concord while gankers would want to delay them. either or both could be active in the same system.
Some of the buffs could be made alliance only but the nerfs would affect all.
Step 4 (optional)
a delay in local. new arrivals don't get to see who is there for the delay but also don't get seen.
players will be able to alter this delay either way via these points /units with the most powerful delay units also removing cloaked and docked players from local.
also maybe allowing the ability to alter timers to be earlier /later might be an option?

what have we achieved?
groups of players will be able to make their local space useful for more players (upto a point and then more people will again dilute the content).
Manufacturers will be able to build more efficiently together (again upto a point) and also able to see what local competitors have buffed and too disrupt them.
Highsec corps will be rewarded for playing in the same area and defending what they have.
Well used sov will be able to be defended more subtlely. Poorly used space would now equally be able to be undermined over time to make attacking more easy.
Salting the earth to disrupt these upgrades or to nerf opponents space would also become an option.
Merc contracts to destroy specific sbu/ towers could be implemented.
hopefully more ways to combat gankers as well as more tools for gankers to aid them. (lowering /raising align times or concord response times for example).

caveat.
general balance issues.
trying to game via gaining pvp points from "neutral" opponents or unfitted ships...
anyhow let me know the other myriad ways this won't work/help.
i know the eve community will rip this apart in minutes but hopefully it will either provoke new thinking or positive alterations.

Money at its root is a form of rationing. When the richest 85 people have as much wealth as the poorest 3.5 billion (50% of humanity) it is clear where the source of poverty is. http://www.theguardian.com/commentisfree/2014/jan/20/trickle-down-economics-broken-promise-richest-85

Anhenka
The New Federation
Sigma Grindset
#2 - 2015-01-06 21:19:44 UTC
One. One idea at a time.

Do not attempt to fix Sov AND Teams AND Wardecs in the same post.

What you get is people having three different discussions at the same time, and it all turns into a jumbled mess.

Also there are already threads for Sov Discussions, and Teams Discussions, and Wardecs, so what you have here is a big heaping pile of redundant, cba to use a search function, messy glop of frankly poorly thought out ideas.


Go post in the relevant threads please.