These forums have been archived and are now read-only.

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

Assembly Hall

 
  • Topic is locked indefinitely.
 

FW Revamp Proposal

Author
X Gallentius
Black Eagle1
#1 - 2011-10-05 22:04:57 UTC
Since the latest Dev blog says they are making changes to FW, here is my best idea:

Objective:
1. Get rp alliances involved in FW. These guys are dying to be part of it, but were barred due to alliance restriction. I'm sure the ILF would love to hold nominal sovereignty over Intaki (for example).

2. Create a more realistic influence map for low sec. E-peen is a wonderful thing. Local pirate groups could wave their e-peen when it shows they control Covryn (for example).

3. Best thing about FW is on-demand PvP without ruining sec status. Let's add more ways for everybody to PvP and still be able to enter high sec.

4. Remove the most boring part of plexing - waiting out timers while nobody is around for a fight.

5. Keep alts from flying unfit ships into plexes to "capture" them.



Background: The population of FW low sec (, perhaps all of low sec, and perhaps all of NPC null sec as well) is fed up with the empires, alliances, corporations fighting each other for control of their space when the real problem are the pirates groups such as Serpentis, Angels, Guristas and Sanshas (etc...) that constantly raid their planets and disrupt space travel. These populations are willing to give their nominal allegiance to any group that does the most to help rid the system of these vermin.

The empires, wanting to keep control of their regions, as well as perhaps expand into other regions have created the militias to help them win the hearts and minds of the populations. There is a permanent war dec between the different militia groups.

Changes to Plexing Mechanic - Everything stays the same except...
1. Rats are now the local pirates (in Gallente space = Serpentis, in Caldari = Guristas). They attack anybody who enters the plex.
2. No artificial timers, rats respawn immediately after each wave is destroyed (as well as continue to spawn if current wave is not destroyed).
3. The "winner of the plex" is the entity that kills the last rat - either a corporation (if not in an alliance), and alliance, a militia alliance, anybody.
4. There is no GCC or standings hit for engaging in a plex or on a plex gate (outside).

Changes to Occupancy Mechanic:
1. The entity that wins the most victory points over the previous 7 days (updated daily) is considered the occupiers of the system.
2. The current occupiers receive nominal benefits of the residents of the system - 5% to 10% increase in rat bounties, and mission LP and isk payouts.

Changes to FW Missions:
1. No GCC for engaging in a FW mission.
2. Rats are pirates instead of navies.
3. Capping a mission counts the same in VP as capping a plex.
Super Chair
Project Cerberus
Templis CALSF
#2 - 2011-10-06 01:19:30 UTC
I agree with alliances being allowed into faction war. Nothing stops an alliance from dropping a super cap blob or bridging T3's onto a FW fight anyway. Just make it so alliances that participate in FW cannot hold sov. PvP without sec status loss is nice, and I think there should be more ways for those in FW, to be able to engage without sec status loss (of course, if there is friendly fire cause sec status loss).


The proposed change regarding ratting instead of the current system has some good/bad things, I'll expand on this:

The Good:

Having to kill rats would eliminate alts being able to AFK cap plexes. Ratting would create incentives to spread out (assuming the VP/Influence you earned went to your corp/alliance's benefit instead of your faction as a whole). Corps would go out and carve out thier own slice of the pie, creating more small gang opportunities than just having a each side in a blob living 2 jumps from eachother.

The Bad:

It's ratting, plain and simple. It's still a PvE activity. The core problems that exsist with the current system will persist in this new system, you'd still have rats jamming/damping people out and people bringing ships/setups suited more towards killing the rats than killing your opponent. Going offensive (and defending your systems that are being attacked) would require people to "live" in a system and rat. There are other issues as well. Having played other MMO's, an issue would arise with people "last hitting" an NPC, if the killing blow determined who the victor was, I could forsee people flying nanoy arty ships trying to last hit the NPCs to win even if they don't really have a field presence. If it was determined it was whoever hit the rat first you still have the same issue as nanoy sniper ships will simply "tag" the last rat and run away. The king of the hill system we have now forces people to fight, they have to go to the button and hold it or lose time.

It takes away from the 'feel' of faction war. It should feel like a war between empires, not killing pirates (the majority of EVE has killing pirates, ratting in nullsec, missions in highsec, as the available content). From the moment someone starts playing EVE until much later (if they ever stop) they're shooting pirates. It seems a bit monotinous.

The proposed change doesn't fix some of the current issues that we have now, and perhaps creates more. If someone wants to rat they can just warp to an asteroid belt.


Orbiting buttons for long periods of time is annoying, having people who use untrained alts who just run away is annoying.

I have a suggestion for the alts as far as offensive plexing goes:

If the rats spawn and arent killed (say theres 1 initial wave, and the 2nd wave spawns, if all npcs from the previous wave were not eliminated, then the timer stops, regardless if the attacker is within capture range). This could work to eliminate alts from just speed tanking and then warping off if you try to stop them. This proposed change runs into some hitches when running majors/some medium plexes as the npcs don't die as fast. I think should this be implemented, that the HP of elite NPCs and battleships be reduced to a point that if someone brought an 'appropiately sized ship' to the plex would be able to dispatch the NPCs and not have buildup as waves spawn. Reducing the HP the NPCs would also make clearing them out easier should there be a fullspawn. Often times I see just a mass buildup of NPCs and a hardly noticeable presence from actual players from the otherside. It's annoying to have to kill so many npcs before you can engage someone in a small scale fight or a 1v1. FW plexing should be more about PvP and not PvE. I'm at a loss over what to do about using alts to defensive plex though.

Orbiting the button:

It's really annoying to have to sit on major plex for nearly 40 minutes after pushing the enemy out at the last second, who may not return at all. However, some of the best fights I've had have come from this, because, as you wait, both sides rally up what they can and go at it. This is great. Orbiting a button for 40 minutes with nothing to do is not so great. Here is my proposal:

Rather than have the spend the entirety of the time an opposing plexer spent to undo their work before you can even begin to capture the plex from a "neutral" position, they only have to spend 5 minutes (that is unopposed) to undo the work. This 5minute timer could be a teal (or whatever color timer) below the "overall" timer that we have now. You could call it dismantling presence or whatever. If a hostile gets within capture range while the defender is running the timer, the overall timer is paused like the current mechanics employ, however, the "dismantling presence" timer is reset. Here's an example:

A gallente major facility is under attack by a caldari fleet. The caldari have been on the button for about 15 minutes before being forced away. The "overall" timer (the one we have now) reads 35 minutes. Gallente now hold the button and both the 35 minute timer and the 5 minute timer right below it reading "dismantling caldari presence" are running. It now breaks into two scenarios:

Scenario 1: Gallente hold the field, the caldari buzzed off. Rather than spend the entirety of 35 minutes, the 5 minute "dismantling presence" timer runs to 0, reseting the overall timer to a "neutral" state, meaning the state it were when it was opened, now the timer runs in the gallentes favor for another 20 minutes and they only had to spend 25 minutes rather than 35 minutes capturing the plex.

Scenario 2: Gallente hold the button, but the caldari are still around, they're sniping, nanoing around, etc. The 5 minute dismantling timer is running but a caldari gets within range and resets it (the overall timer is only paused until only one side occupys the capture range), and they continue fighting over the plex.

(More below)...running out of room.
Super Chair
Project Cerberus
Templis CALSF
#3 - 2011-10-06 01:31:41 UTC
(continued)

Ok, so what's the point of the "dismantling presence timer"? It's to reduce the amount of time people have to spend when running a timer down from the opposite side of the specturm in the "timer tug of war" that is FW plexxing when they get blueballed. It should have no effect on plexes that are genuniely fought over. So lets say someone runs off an opposing plexer that was literally about to capture a point at the last second and the opposing plexer fracks off, never to return:


Minor Plex: Under normal circumstances, you'd spend 20 minutes (or 19 minutes, 59 seconds, whatever) to capture the plex, under the dismantling timer system, you would only have to spend 15 minutes.

Medium Plex: 30 Minutes under the current, only 20 minutes under the new.

Major Plex: 40 Minutes under the current, only 25 minutes under the new.


The dismantling presence timer would only take effect when an opposing plexer has ran it for a period more than 5 minutes in their favor, so if you chased them off when they only ran the plex for 3 minutes in their favor (so for instance, in a minor plex) you still have to spend the 13 minutes to capture the plex.


Obivously, if the plex is being actively fought over, you have to sit there and actively fight for the plex for the full duration of the timer. The point of this dismantling system would be to reduce the time you have to spend if you got blueballed, yet still have enough time for the other side to come back for a counter attack and fight for it. I think I speak for most people here when I say we would like to have a fight.
Super Chair
Project Cerberus
Templis CALSF
#4 - 2011-10-06 01:36:28 UTC
That's all I have for you now X gal, make revisions as you see fit to your proposal, I think the spawning mechanics need addressed for this proposal though. Here's a link to a post in another "fix fw thread" where I think i've highlighted an issue as the "nothing to do syndrome". I think you being a US TZ player as well you may be able to relate to this somedays:

https://forums.eveonline.com/default.aspx?g=posts&t=9833&find=unread
X Gallentius
Black Eagle1
#5 - 2011-10-06 02:09:32 UTC
Cearain's proposal is not feasible, IMO. I'm afraid that if they simply do what that his proposal suggests we'll be back to square one within a couple of weeks after deployment for all the reasons you guys state in that thread (which have been mentioned many times in many other threads over the past couple years).

I believe my proposal is feasible and offers the devs a better vision on how to implement changes in FW. At the very least if they have read this proposal they will have a gained a different perspective on how to make FW better.




Cearain
Plus 10 NV
#6 - 2011-10-06 03:24:52 UTC
X Gallentius wrote:
Cearain's proposal is not feasible, IMO. I'm afraid that if they simply do what that his proposal suggests we'll be back to square one within a couple of weeks after deployment for all the reasons you guys state in that thread (which have been mentioned many times in many other threads over the past couple years).

I believe my proposal is feasible and offers the devs a better vision on how to implement changes in FW. At the very least if they have read this proposal they will have a gained a different perspective on how to make FW better.







We are just looking at differnt goals. I want to make fw plexxing into a pvp activity. Hence the rats are eliminated and the *players* are notified where they need to fight.

Your plan puts an emphasis on the rats and therefore you are making it more of a pve activity than it is already.

Both are valid perspectives.

Its my view that eve already offers plenty of opportunities to shoot rats if that is what you want to do. I can do high, low or null sec missions, fw missions, incursions, sleepers in wormholes belt rat etc. etc. So for players who want to spend time shooting rats, eve has plenty of mechanics to offer.

But for those who want small scale pvp... Well there really is nothing.

I think by adding a mechanic that encourages frequent, quality smalll scale pvp eve would add something that it sorely lacks.

I was just in plexes a few minutes ago. The rats were quickly overwhelming the tank on my pvp ship. If I want to do plexes I need to either get with a gang or fit for pve. (albeit that was in a medium plex and I was just in a rifter - but even if I had a my rupture the rats in the medium are bad enough that I can't fight another cruiser while tanking the damage)

Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815

Cearain
Plus 10 NV
#7 - 2011-10-06 03:52:03 UTC  |  Edited by: Cearain
Super Chair wrote:
(continued)

Ok, so what's the point of the "dismantling presence timer"? It's to reduce the amount of time people have to spend when running a timer down from the opposite side of the specturm in the "timer tug of war" that is FW plexxing when they get blueballed. It should have no effect on plexes that are genuniely fought over. So lets say someone runs off an opposing plexer that was literally about to capture a point at the last second and the opposing plexer fracks off, never to return:


Minor Plex: Under normal circumstances, you'd spend 20 minutes (or 19 minutes, 59 seconds, whatever) to capture the plex, under the dismantling timer system, you would only have to spend 15 minutes.

Medium Plex: 30 Minutes under the current, only 20 minutes under the new.

Major Plex: 40 Minutes under the current, only 25 minutes under the new.


The dismantling presence timer would only take effect when an opposing plexer has ran it for a period more than 5 minutes in their favor, so if you chased them off when they only ran the plex for 3 minutes in their favor (so for instance, in a minor plex) you still have to spend the 13 minutes to capture the plex.


Obivously, if the plex is being actively fought over, you have to sit there and actively fight for the plex for the full duration of the timer. The point of this dismantling system would be to reduce the time you have to spend if you got blueballed, yet still have enough time for the other side to come back for a counter attack and fight for it. I think I speak for most people here when I say we would like to have a fight.



This is a good Idea. CCP should look at this. In the other fw thread I proposed that the timer simply stop when both forces are in the range of the button and be reset if the side that was originally running it was kicked out. So if you kick out an enemy that only had 1 minute left in a minor plex you would only have to run the plex for 10 minutes.

edit: I agree ccp would need to fine tune what ranges of the button people could keep the timer paused though in case of nano snipers etc. Perhaps if the person warps out then the timer is immediately reset and if he is outside the orbit range for more than 2 minutes it would be reset.

Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815