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Fanfest: Factional Warfare

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Author
Vordak Kallager
Descendance.
GoonSwarm.
#181 - 2012-03-28 00:17:45 UTC
So it would appear the major issue is dealing with the consequences of System Occupancy (soon to be called Sovereignty).

All of FW agrees that System Occupancy should mean something. This has been an issue that has been repeatedly proposed again and again, and I think it is a great sign that CCP is finally looking at it.

I think they are making the wrong move in punishing a faction for not holding occupancy of a system, at least to the extent of denying docking rights. I could understand having Station Guns auto-attack the enemy faction. I could understand having denial of station services to the enemy faction. However, when combined with the incredibly quick flip-time of a system (a few hours of constant plexing) denying docking rights is a bad move.

It is easily circumvented in a manner that negatively impacts FW: people leaving FW to access their assets once locked out of a station.

There are a lot of people chiming in on the conversation saying that denial of assets makes sense, it is used in 0.0, it is realistic, this is ~WAR~, etc etc. However, I don't think that a lot of non-FW players understand the true mindset of FW, so I'll let you in on a little secret here.

We don't care about crushing the opponent into oblivion, about cutting off supply chains, about any kind of prolonged ~WAR~.
We care about blowing stuff up. All the time.

Holding occupancy then becomes a BAD thing. Not only does the enemy faction not have access to their ships (and therefore, we don't get the chance to blow them up), but the enemy will simply drop from FW to get their ships back and we will now not have any targets available.

The players who want FW to be some kind of dramatic, realistic, gritty ~WAR~ are either not-FW or are FW but in the extreme minority. A lot of FW players are okay with the lore, with the kind of RP-based situation of FW, but preserving this idea of a gritty ~WAR~ is way way way down on our list of things we want iterated on in FW.

CCP, READ HERE: Don't do a full station lock-out based on system occupancy. Either go with Hans' idea of being able to undock ships from station but not dock ships into the station (therefore our assets aren't completely locked off, we merely lose the station as a safe-haven/place-to-dock) or make it so we can't access the station's services.

The other proposed stuff is pretty cool, so kudos there. I'm skeptical of the Cyno-Jammer, but as long as it's super expensive to activate and can't be abused to hamper 0.0 folk (we don't want 0.0 meddling with our FW affairs), I think it'll be a good way to balance some of the capital-drop abuse we see on Min/Gal side vs. Cal/Amarr who simply don't have the same capital assets.

Sa souvraya niende misain ye.

Susan Black
Ice Fire Warriors
#182 - 2012-03-28 00:40:13 UTC
Though it looks like they aren't going to do the station lock-out in Inferno now anyway, I'll comment on it.


The primary issue isn't that the consequences of losing your stuff is too harsh, and we are babies and we want things to be easy.

The issue is that there is no benefit to owning a station in low-sec that balances the risk in taking one.

In nullsec, you have to take stations to live out there, and you live out there to reap the benefits of the resources, etc.
We don't have resources, or benefits for living in a system in lowsec.



The bottom line is, taking sov and owning a station in FW doesn't fix the issue of things being meaningless. It just creates more things that are meaningless. Once again we would be fighting over things for the sake of fighting over them, things would eventually go stale (as they did with plexing and occupancy) and we would be back at square 1.

www.gamerchick.net @gamerchick42

Misanth
RABBLE RABBLE RABBLE
#183 - 2012-03-28 00:54:24 UTC  |  Edited by: Misanth
Anja Talis wrote:
ceyriot wrote:
I left 0.0 for a reason. I don't want FW to be like 0.0, I want FW (and lowsec) to be more like Fight Club. Come on, CCP...


Shouldn't FW be like war and low sec be like fight club?


Unfortunately that's not going to work that way, when the lowsec inhibitants have sentry guns against them while the FW blobs don't (in same regard). The old pirate in me wants to agree with you, but it's simply most logical to use FW for smallscale PvP. A chance to avoid sentry fire, while not being in either high- or null. NPC stations everywhere. No logistic- or supercap madness for younger players. Etc.

I've been in the FW several times, with several characters. What really puts me off is all the similarities with nullsec - i.e. blobby PvP, cluttered with spies, NPCing being more rewarding than PvP, etc. And now CCP wants to make FW even more like sov null? That's beyond ********. If you look at people that join FW and have an interest in that gameplay, it's usually something along the route of a) people who are sick of sov null, spaceholding, structure grinds, CTA, spies etc, b) younger or inexperienced PvPers who want to make some lite-version rather than the harder piracy, especially in relation to making isk, c) I would list roleplayers, but they've not had their alliances able to join so the major players are out, but they were/are interested, d) alts who want some quick paced PvP.

Now if you look at FW in it's current state, it resembles sov null quite a bit. There's incentitives to PvE, but not to PvP. PvP often involves all kinds of metagaming and blobs. Plenty of involvement of external parties, etc.

What FW should have to make it reasonable:
* Fighting over small targets, bunkers and complexes makes perfect sense.
* LP, isk, titles and other rewards tied to the PvP goals.
* Incentitives to spread out and fight in smaller scale, rather than a big blob camping station A or structure B.

It's quite disturbing to see where CCP is glancing at FW, and using sov nullsec as an example. Sov nullsec is anything but fast-paced, easy-access PvP. Add to that that parts of FW players are ex-sov nullsec players who wanted to get away from that shithole, and CCP think hey, let's punish them for it?

Re-think.

AFK-cloaking in a system near you.

Jame Jarl Retief
Deep Core Mining Inc.
Caldari State
#184 - 2012-03-28 01:16:07 UTC
I admit I haven't read the whole thread, but what worries me the most is people who are going to jump ship into the "winning Militia".

Suppose Caldari Militia really takes off, and takes most of contested space between themselves and Gallente. I don't see many people joining Gallente Militia in this scenario. Caldari will hold and augment the space, and that'll be pretty much the end of it. There'll be skirmishes here and there, but without critical mass, nothing will happen.

At which point everyone who wants to safely farm LP to their heart's content will do so by joining Caldari Militia, further exacerbating the problem. And FW would turn into another PvE ISK grind-a-tron.
X Gallentius
Black Eagle1
#185 - 2012-03-28 01:44:52 UTC  |  Edited by: X Gallentius
To CCP: Locking people from access to agents is enough of a penalty. The reason it's enough of a penalty is the way in which people run missions. They grab missions from multiple stations and then go do them all at once. Denial of a station directly affects their bottom line because that is one less station they can collect a mission from. You don't need to adjust LP payouts downward. Adjusting LP payouts upwards for conquering is a good idea as well.

The only real issue I see in all of this is that alts who don't contribute to FW will get the benefits off of the efforts of those who do.

Edit: Abuse of standings - Standings requirements should be applied on individual, corporation, and alliance level, not just corp and alliance level. Solves the issues with players ganking their own militia members without consequence. (They have two alts with 10 standings in their corp, and then they, with their -10 standings are still able to shoot their own militia with no consequence)
Andre Vauban
Federal Defense Union
Gallente Federation
#186 - 2012-03-28 02:42:02 UTC
Vyktor Abyss wrote:
Completely disagree. No docking is an excellent and much needed mechanic.

Anyone complaining about their ships being 'locked away' has no ground to stand on tbh. You dont have to base on the front line, you can still contract 'locked out' ships etc for sale, use an alt to pick them up or just use a staging POS with corp hangars/ship arrays etc.

Station games play way too much a part in lowsec pvp. Hopefully this will pull some risk adverse pvpers off stations. It just makes more sense too. For example someone from Caldari militia undocking from an FDU station in Gallente occupancy space slaughtering members of the FDU then waiting out a timer to redock without any repercussions... I mean come on.

Would appreciate a full list of what other features the presentation covered as I missed half. Cheers.


I'm way late on this thread, but denying docking rights is a horrible idea. The problem is not losing assets. The problem is that this will lead to one side winning and the other side having ABSOLUTELY NO HOPE OF EVER FIGHTING BACK. With the current mechanics, you basically have to live in the area you want to plex in. If you don't you don't take systems. How are you supposed to take a system back if you cannot dock anywhere within 10 jumps? POSes currently suck for basing out of and the fact that bored 0.0 entities shoot them trying to pick a fight with somebody smaller than them to raise their own morale. Once one side gets over the tipping point keeping a balance of power, it will be lights out for the losing side. Stick a fork in them. There is no way they can fight back because they cannot base anywhere near the systems they need to take back.

.

Simyaldee
Caldari Provisions
Caldari State
#187 - 2012-03-28 04:28:52 UTC
Things I will post on tomorrow.

1.People who comment on FW who are not in FW.

2.Damar.

3. Why FW isn't null sec and should never be null sec or any type of null sec 'lite' and why we want to keep it the way it is or similar to the way it is.

4. My thoughts on docking mechanics and consequences for plexing etc.

5. Hans, and support for Hans etc.

6. I still want to know who the **** fleetwarps main is.

And maybe some other things, I have spent 45 minutes reading through this entire thread, I have to wake up early tommorow and I have the flu. Will post my Ideas as soon as I can.


Member, Fighter and FC for The Great Harmon Institute of Technology 

Flyinghotpocket
Small Focused Memes
Ragequit Cancel Sub
#188 - 2012-03-28 07:22:08 UTC
Following zero2's advice adding 2cents
1 leadership in militia to ONLY remove spys.
2 the cyno-jammer-stuffs zero has a good idea for taking it offline i dig it. for actually setting it up it needs to be npc controlled. such as, the more your plex a system, the more friendly amarr npcs(for example) setup bases, more plexs they bring a cyno jammer and set it up.
3 when your busting a bunker its tempting to bat phone people. as we know, allied militia's cant shoot friendly bunkers amarr cant shoot at a gallente bunker to help the caldari.
that being said, i think the only people who should even be allowed on grid is the attacking and defending militia.
4 fw missions need to not be solo'able in anything less than a battleship(encouraging teamwork). FW missions need to have a fail objective for enemy militia to destroy/holdtimer in mission for 10 minutes or somthing deny LP.
5 LP store needs to have own races t1 ships to purchase. hell you could even go as far as giving the LP store complete t2 modules and ships for each race. <<< many good and bad things can happen with this.
6 Plexing, needs an overhaul. but if it is going to be only dabbled with, heres what needs to change.
different plex sizes added, t2 destroyers need some love in something besides a major.
how did t3 cruiser get by the balance team into major outposts, remove that. multiple warp-ins, different objectives besides running down the timer.
flying your own militia's ships in plexs get bonus's making them favorable to fly in your own militia (amarr ships for amarr militia for instance). and making pirates less reluctant to engage the militia's across eve.
Limiting the amount of actual people who can be in a plex(certain plexs)? just a thought
7 fix the rats, way to unbalanced.
8 put that incursion status bar where it belongs in the militia so we can see how close the system is to vulnerable(if you even keep that method of flipping systems)
9 Ranking needs to mean something having a direct correlation with your CURRENT status as a pilot in the militia
10 reason to fight for occupancy. obvuiosly not being able to dock in stations, pretty good motivator. (if they are able to take ships out of the station after they lost occupancy would be a very mute point wouldnt it?)
11 highsec rats need to end your ship then second you enter enemy highsec, you cannot seruiosly tell me the great empires of eve cant stop a freaking battleship from strolling threw enemy highsec. not supposed to happen.


experimental
So that mission halt the invasion, you have to destroy the opposing militias Stargate they setting up right? since all the modules and equipment is already in the game(look at exploration) setting up a Stargate for your militia to jump into enemy space would be cool. again, NPC controlled.

an example
friendly occupancy, system uncontested, run 10 of a certain type of plex say "Amarr stargate incursion plex" run 10 of these, on the final one, the stargate is in the plex. you capture it, it asks you where you want this stargate to go , obvuiosly enemy militia space. bam, halt the invasion pops up in the enemy system you choose. system becomes contested when your friendly npc's setup the stargate.(also destroying the stargate would count for some substantial VP, and LP[enemy militia only])

just a stargate, only protected by you and your friendly's and NPC, no anchoring of modules may take place, you can idk, spend LP for reinforcement npcs and they arrive in 5 minutes. spend lp for a battleship wave idk.

the point is it is npc controlled makshift stargate you have just made

And you have a way of being able to launch an incursion into enemy space, (obvuiosly you cant dock) but you can warp to your safe'd stargate, and your station you can reship in is 1 jump away.

everybody in FW is has tons of ideas to improve it, this is just one of mine.

Amarr Militia Representative - A jar of nitro

Zey Nadar
Aliastra
Gallente Federation
#189 - 2012-03-28 07:30:17 UTC
Hans Jagerblitzen wrote:


I’ve actually ALWAYS said that full station lockout is a really bad idea that hampers small gang PvP. I’ve always opted for a combination of blocking access to station functionality once docked, and having gate guns fire on enemies loitering outside, but never full station lockout.


This is actually an awesome idea so I gave you a thumbs-up.
Sentinel Mantik
Second Star
#190 - 2012-03-28 07:36:11 UTC
May i re-post my idea from the Fanfest-Panel thread (please discuss here, it is easier to follow one thread)

Sentinel Mantik wrote:
What about two stations (One for each militia) in a FW System.

Militiants only can dock in their station.
The stations are camped by NPC of the occupancy holder (makes docking/undocking harder but not impossible)
The NPC scale with the occupancy level
Neutrals can't dock on any of those stations

This is war-territory. If you won't be in a melitia, then GTFO of that System!

This should be WAR and not highsec or 0.0


Is this an option for some of you?

Minmatar 4 life

German player.

Vordak Kallager
Descendance.
GoonSwarm.
#191 - 2012-03-28 07:55:13 UTC
Sentinel Mantik wrote:
May i re-post my idea from the Fanfest-Panel thread (please discuss here, it is easier to follow one thread)

Sentinel Mantik wrote:
What about two stations (One for each militia) in a FW System.

Militiants only can dock in their station.
The stations are camped by NPC of the occupancy holder (makes docking/undocking harder but not impossible)
The NPC scale with the occupancy level
Neutrals can't dock on any of those stations

This is war-territory. If you won't be in a melitia, then GTFO of that System!

This should be WAR and not highsec or 0.0


Is this an option for some of you?



I think this idea would take a lot of dev. resources/time and there are easier ways that have already been mentioned (limiting station functionality, station guns auto-attack, etc) that fix the problem and would (I'm guesstimating here) be easier fixes.

Sa souvraya niende misain ye.

Sentinel Mantik
Second Star
#192 - 2012-03-28 08:02:38 UTC  |  Edited by: Sentinel Mantik
station guns auto attack i think would be a good idea, yes. I never said that those were bad, just wanted to make an oppinion.P

But i think the hardes to code would be the station funktionality.

To spawn NPC is much like the rats in a belt or the officers on a gate in high-sec
To set up a station with docking rights for only the dedicated melitians is also i think easy.

i prefer settings that need no extra coding for new functionalitys. Using existent features would be more what i prefer.

And to let someone dock with no station functions? "Hey Hostile welcome to my home, you're welcome but sorry you're not allowed to youse the fridge and the microwave" sounds a bit strange to me letting my enemy in my home.

Minmatar 4 life

German player.

Ranshe
Blackwater Task Forces
Goonswarm Federation
#193 - 2012-03-28 09:34:38 UTC
X Gallentius wrote:
Minor quibble. The VP point system has already been introduced. Big smile


I know. I keep forgetting because they're so damn useless. :)

Vordak Kallager wrote:

I think they are making the wrong move in punishing a faction for not holding occupancy of a system, at least to the extent of denying docking rights. I could understand having Station Guns auto-attack the enemy faction. I could understand having denial of station services to the enemy faction. However, when combined with the incredibly quick flip-time of a system (a few hours of constant plexing) denying docking rights is a bad move.


- Denying only station services is meaningless half of the time when the station still regens your cap and shields (at least if it's not tied to the services, and I don't think it is).

- Read the first post again. The bunker will have reinforcement timer to avoid systems being flipped over while you're asleep. It works pretty well with POCOs.

Quote:

We don't care about crushing the opponent into oblivion, about cutting off supply chains, about any kind of prolonged ~WAR~.
We care about blowing stuff up. All the time.


War is not fight club. Right now it is, but if it's not what CCP wants it to be, then they'll change it. And it seems that is the case anyway.

Quote:
Holding occupancy then becomes a BAD thing. Not only does the enemy faction not have access to their ships (and therefore, we don't get the chance to blow them up), but the enemy will simply drop from FW to get their ships back and we will now not have any targets available.


Right. Because in lowsec, you can only shoot your wartargets. And if you lose ships in one station, you are absolutely forbidden to use ships located in other stations or buy new ones.

Quote:
CCP, READ HERE: Don't do a full station lock-out based on system occupancy. Either go with Hans' idea of being able to undock ships from station but not dock ships into the station (therefore our assets aren't completely locked off, we merely lose the station as a safe-haven/place-to-dock) or make it so we can't access the station's services.


You both operate on the misconception of systems being easily flipped 2-3 times a day, which is just not true.
Rodj Blake
PIE Inc.
Khimi Harar
#194 - 2012-03-28 09:43:42 UTC
I'd still like to see the difficulty of capturing an enemy system based upon how many systems you own.

Dolce et decorum est pro Imperium mori

Ranshe
Blackwater Task Forces
Goonswarm Federation
#195 - 2012-03-28 09:44:44 UTC
Andre Vauban wrote:

How are you supposed to take a system back if you cannot dock anywhere within 10 jumps?


Yeah, very good question, HOW?

How do 0.0 entities ever manage to take over hostile space when they have to fight half of the galaxy away from their base stations?

How do wormhole entities ever manage to take over wormholes if they don't even have stations to base from?

How do you stop people on forums from finding ridiculous problems where there aren't any?

Quote:
POSes currently suck for basing out of and the fact that bored 0.0 entities shoot them trying to pick a fight with somebody smaller than them to raise their own morale.


There are no warp disruption bubbles in lowsec, so I don't see the problem with basing out of a pos. Make it a large one with enough hardeners and ecm and also nobody will bother to shoot it, because it's a boring PITA.
Ranshe
Blackwater Task Forces
Goonswarm Federation
#196 - 2012-03-28 09:52:17 UTC
Flyinghotpocket wrote:
Following zero2's advice adding 2cents
1 leadership in militia to ONLY remove spys.


How would that work? The leader points at someone, says "this guy, I don't like his face, therefore he must be ze spy!" and kicks him out of the militia? How would that work if that poor ugly guy is part of a player corporation? You kick the whole corp/alliance out?

The leadership stuff is supposed to come later on, we might want to focus on the rest.

Quote:
5 LP store needs to have own races t1 ships to purchase. hell you could even go as far as giving the LP store complete t2 modules and ships for each race. <<< many good and bad things can happen with this.


With CCP rather wanting to remove things from the hands of the NPC markets I don't see it even considered tbh.


Joseph Sulaco
Ministry of War
Amarr Empire
#197 - 2012-03-28 09:53:13 UTC
Velicia Tuoro wrote:


  • Shoot a re-enforceable infrastructure hub, rather than a control bunker. Making people used to 0.0.



Jumping Jesus on a Pogo stick! When will CCP learn that this is the most ******** mechanic in the world?
Ranshe
Blackwater Task Forces
Goonswarm Federation
#198 - 2012-03-28 09:57:46 UTC
Joseph Sulaco wrote:
Velicia Tuoro wrote:


  • Shoot a re-enforceable infrastructure hub, rather than a control bunker. Making people used to 0.0.



Jumping Jesus on a Pogo stick! When will CCP learn that this is the most ******** mechanic in the world?


And what else you propose to do, to make it not easy to flip the system more than once a day?

We already have RF timers on POCOs and sov structures in null, and while quite boring, this mechanic serves its purpose - allowing people from different timezones to go sleep in peace knowing they won't wake up and see all their crap suddenly gone.

It's not a great mechanic but it works.
Veshta Yoshida
PIE Inc.
Khimi Harar
#199 - 2012-03-28 10:17:07 UTC
Ranshe wrote:
- Read the first post again. The bunker will have reinforcement timer to avoid systems being flipped over while you're asleep. It works pretty well with POCOs.

YAY! So we get to sit on our thumbs dumping ammo/capacitor into an inanimate object TWICE! Sad

Why is it that CCP's only answer to "time issues" is to add EHP grinds and reinforcement timers .. EEJITS
Ranshe wrote:
You both operate on the misconception of systems being easily flipped 2-3 times a day, which is just not true.

They can change occupancy once a day, at downtime. But the actual flipping takes 7-8 hours thanks to the plexing changes

Both above points addressed (plus my pet peeve - RP/Events)
- DT shuffle remains in place, just as it is now
- One plex of random size/type spawns every twenty minutes in all systems (50% of current)
- Systems adjacent to enemy occupancy spawn two plexes of random size/type every thirty minutes (66% of current)

Event/RP
- Once per fortnight/month, a border system on either side is 'targeted' by militia/NPC high command (think the mini events at start of war)
- Plex spawn rate in targeted system is doubled to four of random size/type every thirty minutes (133% of current)

Bunkers are removed from game and replaced with a racial Carrier taskforce, roughly equal in EHP but mobile and it shoots back! Border system taskforce is slightly larger than those of generic systems
If system is 'targeted', the Carrier taskforce is replaced by an ISD/GM controlled Super-Carrier taskforce. Automated distress call to militia channel in question when SC is fired upon plus whatever SOS' the ISD/GM choses to transmit to militia channel.
Ranshe
Blackwater Task Forces
Goonswarm Federation
#200 - 2012-03-28 10:29:48 UTC
Veshta Yoshida wrote:
YAY! So we get to sit on our thumbs dumping ammo/capacitor into an inanimate object TWICE! Sad


Well the point is, someone should come to defend it.

Quote:
Why is it that CCP's only answer to "time issues" is to add EHP grinds and reinforcement timers .. EEJITS


You have a better idea which accomplishes the same things but without any drawbacks of RF timers? I'm pretty sure CCP would welcome it, because they themselves don't really have any. Like I wrote before - it's not good, but it works.

Quote:
They can change occupancy once a day, at downtime.


So what's the problem then? It's not like you don't have any time to evac stuff, right? (Asking seriously)

Quote:
Bunkers are removed from game and replaced with a racial Carrier taskforce, roughly equal in EHP but mobile and it shoots back!


This actually sounds pretty cool.

Quote:
If system is 'targeted', the Carrier taskforce is replaced by an ISD/GM controlled Super-Carrier taskforce. Automated distress call to militia channel in question when SC is fired upon plus whatever SOS' the ISD/GM choses to transmit to militia channel.


And this, not so much. Or rather, it sounds very cool, but with 4 militias and a ton of systems in FW zones, it would require a lot of additional work force for ISD/GM team, making it quite unrealistic to happen. But it's kind of cool. :)