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Alternate Sov Revamp suggestion:

Author
Salvos Rhoska
#1 - 2015-08-10 17:34:40 UTC  |  Edited by: Salvos Rhoska
Just for GD and cos Ive had a few, how about this suggestion inspired by other war games on a meta level (EUIV, SOASE, HoI2, RISK, RUSE etc):

Sov ownership would have core and peripheral systems extending from a penultimate declared (and invested) end capitol.

Individual systems are developed by constructed infrastructure and economic/insystem participation on an index which results in commensurate system wide benefit modifiers to activity in that system based on which improvements are built and how acrive residents are.

A "core" sytem designation is possible once a system has otherwise been developed enough on indexes from activity and constructed infrastrcture, and is connected by other pre-existing cores to the end capitol. Benefit of a core system is greater infrastructure options, greater modifiers to activity and the opportunity to then connect adjoining systems to that care, by elevating them to cores themselves.

The further from a core these systems are, the less index it has nominally, and the less rate of development it has due to activity, and has greater expense for structural development until closer connected systems ehich are a core and are developed beyond them, on a degrading scale the further from a core (and ultimately the owning capitol) the system is.

This consitututes a radiant model of central control, which can be extended and improved incrementally according to investment in time, isk (structures) and various player activities operating there eventually to evermore outlying systems.

This makes sov essentially regional at first, and expansion, especially beyond cores more expensive, and requiring of more time spent in activities in those systems so as to "unlock" systems adjoining that one by raising activity indexes. This also makes the only essential terrain feature in EVE (ie:gate connections) a real strategic concern in terms of expansion and development, as well as adding real value to insystem activity.

Additionally, if activity falls off in systems earlier in the progression chain, that directly affects the modifiers and cost of development of systems further down the chain. Space WILL have to be used as a result, or the furthest reaching extremities of any organisations expanse will suffer a multiplication of development costs and penalty in modifiers.

As to sov invasion mechanics, I propose the following:

We keep current mechanics on the essentials of Entosis, but it requires:
-Larger ship class and fills the hell out of that hulls capacity and function, making them the "flag carrier" of that invasion attempt. If the ship that deployed the link is destroyed, leaves vicinity of the link (barring it being integrated to the hull slots) or leaves, its progress is lost entirely. Id go so far as to suggest CCP designs and introduces Entosis ship classes for specifically this purpose.
-Requires multiple links the more developed the system is, and all Entosis carriers reduce capture time on an additive scale depending on how many there are. Meaning each link reduces time, but less than the previous one.

Aside from the crushing wave of critique this will invite, what remains still is a system of slowing large fleets responding.
Personally I would suggest that the Entosis system also slows arrival of ALL fleets to the system, based on its current rate.
Yes, this slows defendants as well, and results in bullshit equivalent of TIDI while in transit, but it also forces an attacker to commit fully before attempting the invasion in the first place, lest their fleets have to delaybin transit too.

Please, no need to get angry.
Ive had a few and post this only to promote discussion and options as I would if we were sitting at a table together with you all at fanfest having some liquid encouragement. Lets explore and brainstorm options.
Kiandoshia
Pator Tech School
Minmatar Republic
#2 - 2015-08-10 17:38:58 UTC
But sov has to be open and fun to everybody within 5 minutes of creating an account! This would impose a limit on that =(
Salvos Rhoska
#3 - 2015-08-10 17:45:21 UTC  |  Edited by: Salvos Rhoska
Kiandoshia wrote:
But sov has to be open and fun to everybody within 5 minutes of creating an account! This would impose a limit on that =(

5mins into creating an account nobody can even find the space crapper, let alone figure out how to jump to the nearest system or how to dominate "uncontrolled" space :P

My suggestion aims to make it possible for a smallish entity to establish themselves in space they can control, work on, and benefit from that, and perhaps expand to neighbouring systems eventually.
Kiandoshia
Pator Tech School
Minmatar Republic
#4 - 2015-08-10 17:47:37 UTC
Let's go back to POS sov :D
Mr Epeen
It's All About Me
#5 - 2015-08-10 17:51:29 UTC
Salvos Rhoska wrote:
Just for GD and cos Ive had a few, how about this suggestion inspired by other war games on a meta level (EUIV, SOASE, HoI2, RISK, RUSE etc):

I don't even know what most of those are. I feel so left out.

Mr Epeen Cool
Salvos Rhoska
#6 - 2015-08-10 17:58:03 UTC  |  Edited by: Salvos Rhoska
Mr Epeen wrote:
Salvos Rhoska wrote:
Just for GD and cos Ive had a few, how about this suggestion inspired by other war games on a meta level (EUIV, SOASE, HoI2, RISK, RUSE etc):

I don't even know what most of those are. I feel so left out.

Mr Epeen Cool


They are good games and forerunners at what they specifically do in terms of wargaming meta, which sov is ultimately.

It struck me earlier in another discussion how unique and pioneering the predicaments of EVEs systems are, so I tried to reach out and see how what other games have done might also work here.

Connectivity of controlled terrain is central to them all, as is enemy access to them. Several focus on development and defence of strategic areas (either locally or down the pipe) due to their particular geographic/resource features. EUIV and HoI2 introduce attrition when moving through inhospitable/uncontrolled areas. SOASE, (Sins of a Solar Empire, preposterous name I know) in particular, is remarkably like EVE on a macro scale with a great deal of potential inspiration. RUSE carries the concept of deception and feint, and RISK is simply the quintessential war strategy aside from chess.
Twulf
Purple Void Corporation
LinkNet
#7 - 2015-08-10 18:16:23 UTC  |  Edited by: Twulf
Salvos Rhoska wrote:
Mr Epeen wrote:
Salvos Rhoska wrote:
Just for GD and cos Ive had a few, how about this suggestion inspired by other war games on a meta level (EUIV, SOASE, HoI2, RISK, RUSE etc):

I don't even know what most of those are. I feel so left out.

Mr Epeen Cool


Good games and forerunners at what they specifically do in terms of wargamimg meta, which sov also is ultimately.

It struck me earlier in another discussion how unique and pioneering the predicaments of EVEs systems are, so I tried to reach out and see how what other games have done might also work here.


Those are all single player games and it is hard to pull those rule sets into a PVP MMO.

SOV should be simple.

You own the station by taking over the station's offices, first by assaulting the system, second by disarming the guns on the station and third by landing in station and taking the Corp office.

I have lived in o.o space but never understood the SOV system and really do not understand the new one at all.
Salvos Rhoska
#8 - 2015-08-10 18:28:12 UTC  |  Edited by: Salvos Rhoska
Twulf wrote:
Salvos Rhoska wrote:
Mr Epeen wrote:
Salvos Rhoska wrote:
Just for GD and cos Ive had a few, how about this suggestion inspired by other war games on a meta level (EUIV, SOASE, HoI2, RISK, RUSE etc):

I don't even know what most of those are. I feel so left out.

Mr Epeen Cool


Good games and forerunners at what they specifically do in terms of wargamimg meta, which sov also is ultimately.

It struck me earlier in another discussion how unique and pioneering the predicaments of EVEs systems are, so I tried to reach out and see how what other games have done might also work here.


Those are all single player games and it is hard to pull those rule sets into a PVP MMO.

SOV should be simple.

You own the station by taking over the station's offices, first by assaulting the system, second by disarming the guns on the station and third by landing in station and taking the Corp office.

I have lived in o.o space but never understood the SOV system and really do not understand the new one at all.


1) Each and everyone of them is a multiplayer game.
Also they are extremely good at what they do, as is EVE at what it does.
Im trying to present that things can be learned and adopted from other systems.
We may not have to rediscover the wheel inorder to find an applicable solution or atleast an inspiration.
Its easier to emulate, than innovate. Cheap, but true. CCP has been pushing the envelope so far and for so long that I for one wouldnt fault them for taking a page of someone elses genius for a change. God knows most of the industry does it daily...

2)Sov should be simple, I agree. But sometimes inorder to achieve that you need complicated changes. Its a progressive system. What seems simple 1 yr later, was actually the result of an enormous complexity of rearranging the year before that made it possible.

3) If only it was so simple as assaulting the station... We came close, and CCP at one time enivsaged even a FPS doing exactly that, but it didnt, and we have to look for other solutions to resolve the sov complications as I have in OP.
Andreus Ixiris
Center for Advanced Studies
Gallente Federation
#9 - 2015-08-10 19:14:54 UTC
Conceptually I think sovereignty is actually kinda backwards. Right now you need to have a TCU running to give you de jure ownership of a system before you can perform any of the fun expressions of de facto sovereignty like, say, building a station. I think it should actually be the other way around, in that your control of a system is defined by power projection and how much infrastructure you've built in the system.

This is why I like the idea of citadels and more importantly making citadels fully destructible. The problem is I just don't want to turn stuff back into pre-Dominion sov or bring back structure bashing.

Andreus Ixiris > A Civire without a chin is barely a Civire at all.

Pieter Tuulinen > He'd be Civirely disadvantaged, Andreus.

Andreus Ixiris > ...

Andreus Ixiris > This is why we're at war.

Salvos Rhoska
#10 - 2015-08-10 19:48:36 UTC  |  Edited by: Salvos Rhoska
My proposal would:

A) Make expansion relatively predictable and radially limited in terms of profit. Space MUST be held and actively used inorder to confer benefits and defend insfrastcture conducive to that for the occupants of that system due to the linear progression of coring.

B) Expense of expansion is related to distance from the entity capitol, and nearest adjoining core, meaning larger empires must utilize space in all systems down the pipe, inorder to make aquisition of sov at the end of the pipe fiscally attractive and plausible both for themselves and associated occupants. It also incentives active contribution from the larger entity so as to develop those systems for further subsequent expansion into adjoining systems for strategic expansion purposes.

C) Per the cost and effort in time, both in infrastructure and activities in that system, makes developed systems core strategic concerns beyond their geogrqpnic location in terms of gates, and also makes them strategic concerns EXACTLY because of their location in the jump network, because the pipeline must be connected without obstruction to the entity capitol by an uninterrupted chain of core systems, in order to maintain optimal beneficial modifiers from them. This makes BOTH aystems with a great deal of adjoining jump connections important strategically to maintain a chain to them, but also pipe systems important as bottlenecks. It makes the the jump network strategically crucial in unheard of ways, especially for the systems that house resources, alliance assets, connections to trade hubs, to HS, and staging grounds against opposition.

This also means that renters can declare themselves in revolt, conquer it, assign that system their capitol, destroy all non-allied infrastucture, and therafter either connect themselves by alliance to another chain of cores in alliance with someone else for their modifiers, or benefit solely locally from their own capitol system modifiers and expand from there (or do all of the above in agreement with an opposing entity). It is, after all, their space. They are living in it.

D) Because the system modifiers are first calculated by distance (in jumps) to ALLIANCE capitol, and secondarily to closest ALLIANCE core which acts as a mitigator and extender of influence, this breaks blueing in a number of interesting ways. Coalitions dont count. Superficial bluing doesnt count. If system occupants are closer to another alliance, they can defect either nominally by paying rent out of hand (as currently), or fully by joining them instead to gain the beneficial modifiers of proximity to that other alliances capitol or chain of cores, as well as their development modifiers in potential adjoining core systems. The tradeoff is modifiers from the alliance chain, in exchange for a staging ground for that alliance to invest in, develop and protect that system (after they arrive to aquire it, ofc)
Vox Anon
Catskull Horizons
Grimskulls
#11 - 2015-08-10 20:45:31 UTC
Salvos Rhoska wrote:

Sov ownership would have core and peripheral systems extending from a penultimate declared (and invested) end capitol.


penultimate means next to last... a next to last declared capital? what are you talking about?
Salvos Rhoska
#12 - 2015-08-10 21:15:46 UTC  |  Edited by: Salvos Rhoska
Vox Anon wrote:
Salvos Rhoska wrote:

Sov ownership would have core and peripheral systems extending from a penultimate declared (and invested) end capitol.


penultimate means next to last... a next to last declared capital? what are you talking about?

Penultimate considering it can be relocated, and if it was captured, would result in the capitol moving elsewhere as long as the entity exists.

"Ultimate" would be unrelocatable, and there would be no capitol after capture of that specific system.

Its pedantic and semantic hairsplitting equal to your own.
Gallowmere Rorschach
The Scope
Gallente Federation
#13 - 2015-08-10 21:27:25 UTC  |  Edited by: Gallowmere Rorschach
The first two issues that sprang to mind regarding this system:
-How would you address the NPC systems in certain region like Delve, Fountain, and Pure Blind that could cause some serious screwiness in core systems being connected?
-How would you handle the current sov holders who are very firmly entrenched and secure in their current space? I ask this because, unless you were to do a total sov wipe at the start of this, it would be as simple as a few clicks to some options (most likely, knowing CCP) to instantly make the northwest permanently inaccessible to anyone that we don't want there.
Salvos Rhoska
#14 - 2015-08-10 21:44:32 UTC  |  Edited by: Salvos Rhoska
Gallowmere Rorschach wrote:
The first two issues that sprang to mind regarding this system:
-How would you address the NPC systems in certain region like Delve, Fountain, and Pure Blind that could cause some serious screwiness in core systems being connected?
-How would you handle the current sov holders who are very firmly entrenched and secure in their current space? I ask this because, unless you were to do a total sov wipe at the start of this, it would be as simple as a few clicks to some options (most likely, knowing CCP) to instantly make the northwest permanently inaccessible to anyone that we don't want there.

1) True NPC space would hold its sovereigncy, and cut a core chain, as would any other sov complication along it.

2) Yes, the application would cause an enormous rush to begin developing and extending core chains from a designated capitol. Its not a "sov wipe", as those systems would still belong to their legitimate owners, but would not benefit from activity/infrastructure/coring modifier for any given controlled system outside of the capitol. Those modifiers are not instant, and follow a progressive development to institute (as infrastructure expenses, activity indexes and a "core" cost or even structure as a core that I havent figured yet) to gain modifiers and to core that system.

Once conquered by the exstant Entosis system with the caveats in my OP, adjoining systems will be benefit from chained modifiers from the capitol, as extended by cores along the route, and be coreable once their own infrastructure and indexes are sufficient. Should any core system in the chain fall below a degree of activity, or have its infrastructure destroyed, the chain will deliver less benefit in modifiers to any other link further down that chain, unless it can connect through another shorter link back to the capitol.

As to making the NW permanently inaccessible, if you have the means to maintain activity along chains and construct infrastructure there, its yours to do with as you please.