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Sov Re-Design - Occupancy Sov and the Entosis link

Author
Vandarra Deneroth
Pator Tech School
Minmatar Republic
#1 - 2015-03-05 04:53:46 UTC
In a sense CCP are “moving” in the right direction … but they have far from nailed it. The entosis link, while a reasonable idea can have a place in the new sov mechanics but should not be the Hail Mary fix everyone was hoping for.

The idea of occupancy sov has been thrown around a lot, and it’s a good idea – but what exactly does that mean? Do I need to rat, mine and construct in my space to make it cooler? How do I take more space? How do I take your space off you? The idea of having to “use your space” is fantastic – but how can you make it work? Right now the current meta favours Big blocks, large blobs and lots of capitals, because grinding structures with sub-caps is ****; possible … but ****. Currently, claiming space is a system by system affair. It’s tedious, boring and generally drives one party to un-subscribe. Not the most ideal outcome for a company that makes money of subscriptions.

So how do you make an occupancy system work?

Enter the Territorial Influence Unit (TIU)

Capturing someone’s space in eve is one thing, conquering their space should be another. Instead of TCU’s being planted in every system, a constellation flag should be planted in its place. This means one Territorial Influence Unit per constellation, but what exactly does this do? Once you have deployed the TIU the constellation becomes yours ….. But not entirely yours. The system in which a TIU is deployed becomes the “capital” of the constellation as such. After it’s been deployed no hostile entity can dock in the station as per the current mechanics. However any other station in the constellation becomes a Freeport until the invading entity has spread its influence throughout the constellation. This will be done via ratting, mining, refining and industry that takes place in the capital and outlying systems in the constellation. As your influence builds up it spreads from the centre to the outer systems, system by system. Each station system that becomes under the influence of the entity (gaining a level 1 upgrade as explained below) loses its Freeport status and becomes exclusive (standings controlled as per the current mechanics).

Next on the chopping block – The IHUB. As your influence in the constellation builds your systems gain upgrade points – like the current mechanic of upgrading your IHUB but without the multi-million EHP structure. All activity in the constellation can help towards this. Using ratting as an example, if you were ratting in your constellation capital the largest percentage of influence build up goes to the system you are in. The adjacent systems also gain influence by your activity but at a lesser rate. The further away in the constellation a system is the smaller percentage of influence it gains. As a system reaches 100% on its current influence level an upgrade slot becomes available. Depending on which system you (as a player) are currently using depends on the centre point spread of influence that gets generated. Once the outer systems of a constellation are fully upgraded, influence can then overflow to connecting constellations but is limited to the current region. Failing to use your space causes your entity to lose influence over the system until it eventually reaches zero and becomes effectively NPC space with no standings or docking restrictions.

So what are the benefits to owning space? There needs to be more to it than having your name on the map. Naturally, like the currently mechanics system upgrades give you ratting bonuses in the likes of increased CA’s and CS’s and same goes for mining. On top of that POS could then have the likes of greatly reduced fuel upkeep costs cheaper build costs to industry, better yields from moon mining and refining and gain bonuses to shield HP and resistances, along with all the usual Jump bridge/Cyno Jammer/beacons etc. Additionally you could also add in increased mining yeilds from mining barges or higher bounties from NPCs. And now comes the big one, once your constellation capital becomes 100% of its max level a final upgrade is applied to the capital station to allow Super Capitals the ability to dock. As you can only have a single capital system per constellation you will only ever be able to dock in the one system, unless your entity owns multiple constellations. Only a certian number of Super Capitals will be able to be docked at one time in a single station.

So how do you take more space? This is where the entosis link CCP has thought up should come in. Once you have captured a constellation by deploying your TIU an influence beacon spawns in each of the other system in the constellation. This beacon has no timer and can’t be attacked by conventional means. An attacking entity can enter the system and use the entosis link on the beacon which follow CCP’s guidelines highlighted in the dev blog. For a constellation capital to become vulnerable more than 50% of the constellations influence beacons need to be under hostile control. At this point the invading entity can then re-enforce the TIU using the entosis link putting it into its timer which gets set by the defending entity. Like the new T3 destroyers your capital has 2 modes; Industry – in which described earlier gives you bonuses to the systems ratting and industry, and defensive. Defensive mode can only be activated once your capital has entered its first re-enforcement timer. While in this mode certain defences can be placed to assist the defending entity such as small/medium/large and XL Gate guns and on grid guns for the TIU (like a POS). At this point the TIU also emits an on-grid cyno jammer. While the TIU is in its re-enforced mode (waiting for the timer) defensive structure are targetable but have extremely high resistances until the system timer has ticked down. These can also be incapacitated and repaired as desired.
Vandarra Deneroth
Pator Tech School
Minmatar Republic
#2 - 2015-03-05 04:54:09 UTC
Continues ....

D-Day: Once the TIU timer has ended the entosis link can be used on the TIU – during this capture period the hostile entity must remain in control of the majority of the constellations influence beacons. After the TIU has had a successful entosis link timer activated, additional influence beacons can be captured by the hostile fleet, however losing the majority will end the TIU capture timer in favour of the defender, putting the constellation into an invulnerable state for 24hrs and during this time no influence beacons can be captured. If the TIU is successfully captured the influence beacons are disabled and the TIU goes into its final timer. Once the final timer has ended the attacking entity only needs to successfully complete the entosis cycle and timer before the constellation is captured. Like its original state, once the constellation is captured the capital system/station becomes standing controlled and the outlying stations become freeports/NPC until influence dictates otherwise.

In the current Meta, you see Alliances holding entire regions – what I envision is regions being split up into smaller entities of warring space tribes. Larger entities will still have the power to hold multiple constellations or even an entire region. However even larger alliances will struggle to maintain their grip on vast swaiths of space.
Rejuice K
Federal Navy Academy
Gallente Federation
#3 - 2015-03-05 13:44:02 UTC  |  Edited by: Rejuice K
So. First!

Now to business, This is I feel really organized and well thought out. I like CCP has decided to fix sov. It needs it, However, I also agree the Entosis Module. While I see a place for it. Isn't the way to fix it. This however;

This seems just right to me. I like the idea that you get a "Capital" System. It makes sense, we already do that anyway (Staging Systems). It also forces fights to occur on the Objectives, And it gets you to USE your space.

If CCP were really to take this page and use it to their advantage, I'd add a few things;


How/Can you blow up a TIU? So that you could change the "Capital System"?

**I'm sure they're are other issues that need to be addressed or balanced, But I feel that you've got a really sound idea going**

Sense we're all getting rid of structure bashes (Except for Pos/Pocos/And your aforementioned on grid defenses). A viable change to Capitals is in order. Not so much Carriers or Dreads. They have their purpose, Dreads being reduced slightly, But supers are ny useless with the exception of another Supercapital Fleet, Or Capital Fleet.

I'm not saying Supercaps are useless as they are the "Capital Killers". Just their main use is now gone (Which is cool!). But maybe lets brainstorm a fix for that too? Kind of off subject.

TL;DR - Your idea I feel is great! Just have the above question and how can we make capitals work in this setting too?

I feel personally to address any meaningful sov you need to have access to some sort of "heavy" assets. IE - Carrier/Dreads min, In some sort of smallish #'s (3-5). After all we're talking about OWNING space to a degree here. It's not meant for the weak of heart. I'd just like to see them more involved, But not just structure grinding 90% of the time.

Ignoring the basics of;
Carrier for Reps to Subcaps > Dread to kill Carrier > Supers to kill Carriers/Dreads > Titans cause Reasons.
Vandarra Deneroth
Pator Tech School
Minmatar Republic
#4 - 2015-03-05 20:17:59 UTC
Thank you for taking the time to read through my wall of text and for the feedback.

You're 100% correct, every null entity has a "capital" as such for staging .. or their main base of industry and trade. While my initial write up hashed out the idea and the basic mechanics i definitely had thought about the idea of being able to move your capital from one station system to another (i'm pretty sure there isn't a constellation in the game that doesn't have at least one station in it. Moving your capital would allow you to transfer any upgrades you gained from the old to the new however doing this would reset the old system back to 1 (not zero/freeport status). The focal point for influence spread would then emanate from the new capital location.

As for your take on capital ship changes

I also agree that change will be required to give Super-capitals a new place in New Eden. I did however purposely neglect to include that from the post to keep the focus on CCP's sov changes and the idea they could use to make this work for everyone - without creating a new dominion level sov mess.

I'm pretty keen to write up a full post on my thoughts on the direction of where super capitals should head but today i will just highlight some of the changes that i think could be made.


- Gives supers the command ship roll so they dish out good fleet wide on-grid bonuses and make it appealing enough that people would want to use them in everyday fleets.

- Add targeted temporary Wing bonuses that can be activated for short periods of time to buff a wing with notable "boosts" i.e. damage/shields/shield boosting/cap recharge.

- Remove the EWAR immunity from Supers and replace it with a high resistant vs scrams/Jammers/Damps and Neutralizers.

- Give ECM burst a 10-15% chance to disable interdiction bubbles

- Allow fighters and fighter-bombers the range to attack POS shields

- Allow supers to dock in an outposts but limit the amount that can be docked in a single station. Further to this CCP would need to remove the instant shield and cap recharge that happens when a ship docks/un-docks to prevent people form playing station games. Also as a super capital is larger the docking time once in range should be set to 30 seconds or even a minute and then have a re-docking cool down of say 5 minutes.

- Give Super Carriers 4x Small and 4x Medium gun/missile slots. Give Titans Small/Medium and Large turret/missile hard points. These additional hard points would be standard without any tracking/damage bonuses.
Vandarra Deneroth
Pator Tech School
Minmatar Republic
#5 - 2015-03-06 03:47:29 UTC
Come on CCP you know my idea works. You can still use your magic sov wand :) Theres no rush to fix sov .. people would rather it be done properly.
Rejuice K
Federal Navy Academy
Gallente Federation
#6 - 2015-03-06 12:47:05 UTC
I like the idea for Supers/Titans.

The docking is a little odd, But I understand what you're going for. Maybe some time of larger addition to an outpost to facilitate the docking? Dreads are almost as big as the current docking areas. So a super is gonna not fit lol. Not that that really matters, Just me nitpicking.


All great ideas, Not sure how I feel with giving Supers small turret slots with zero bonuses, I see the idea, the appeal, and the reasoning. And, it's perfectly plausible that a ship of that size and strength have some extra muscle (all be it smaller). But, That would defiantly help the Titan project damage onto smaller ships. Of course being un bonused it could be fine.

Defiantly something I think CCP/CSM should at least talk about.


Maybe forget all the other changes, the TIU, and the system you've spoken on feels like it should definitely be given a fair shot.
Vandarra Deneroth
Pator Tech School
Minmatar Republic
#7 - 2015-03-07 01:06:21 UTC
Agreed that the super/titan suggestions are only scribbles. Yes the idea of the un-bonused guns is to prevent people from roaming in 20 titans and being able to kill anything. 1 titan should not be at the mercy of 1 dictor. In saying that though you want to promote fleet diversity and capitals should be supported by other ships. However that doesnt mean they should be defenseless.

Anyway the main point of this thread was to promote my idea for the new sov mechanics using what CCP are wanting to bring in while at the same time making it less grindy OR Factional Warfare like. It prevents Alliance sprawl and promotes using the the space you live in. At the same time it also encourages large coalitions to either condense even further of split up.