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New dev blog: Changes to War Mechanics

First post First post
Author
Emilia Louis
The Scope
Gallente Federation
#601 - 2012-04-09 04:15:46 UTC
Well, there needed to be changes but this is going in a direction I do not like.

good luck hve fun
Captain Thunk
Explode. Now. Please.
Alliance. Now. Please.
#602 - 2012-04-09 10:39:46 UTC  |  Edited by: Captain Thunk
CCP SoniClover wrote:


Q: Price of war
A: The current formula is 20 mill (for corp, 50 for alliance) base price plus 500.000 per member in target corp. We're looking into some sorts of diminishing returns/cap, but nothing has been decided yet. We will not modify cost based on aggressor size as it is too easily gamed



To declare war on the largest and most bloated alliances would cost:

1. Goonswarm Federation - 4.23 Bil
2. Test Alliance Please Ignore - 3.24 Bil
3. Against All Authorities - 1.68 Bil
4. Intrepid Crossing - 1.49 Bil
5. Solar Citizens - 1.36 Bil
6. AAA Citizens - 1.27 Bil
7. Legion of xXDEATHXx - 1.21 Bil
8. Razor Alliance - 1.2 Bil
9. Fatal Ascension - 1.08 Bil
10. En Guarde - 1.04 Bil
.
.
.
23. Pandemic Legion - 787 Mil
.
.
.
100. Echoes of Nowhere - 272.5 Mil

per week!

This change to cost formula serves only to protect the alliances that need protection least.Shocked

There is zero reason for CCP to interfere and seek to protect large bulky alliances, it doesn't make any sense that wars should be changed in this way.
Avila Cracko
#603 - 2012-04-09 10:55:26 UTC  |  Edited by: Avila Cracko
Captain Thunk wrote:
CCP SoniClover wrote:


Q: Price of war
A: The current formula is 20 mill (for corp, 50 for alliance) base price plus 500.000 per member in target corp. We're looking into some sorts of diminishing returns/cap, but nothing has been decided yet. We will not modify cost based on aggressor size as it is too easily gamed



To declare war on the largest and most bloated alliances would cost:

1. Goonswarm Federation - 4.23 Bil
2. Test Alliance Please Ignore - 3.24 Bil
3. Against All Authorities - 1.68 Bil
4. Intrepid Crossing - 1.49 Bil
5. Solar Citizens - 1.36 Bil
6. AAA Citizens - 1.27 Bil
7. Legion of xXDEATHXx - 1.21 Bil
8. Razor Alliance - 1.2 Bil
9. Fatal Ascension - 1.08 Bil
10. En Guarde - 1.04 Bil
.
.
.
23. Pandemic Legion - 787 Mil
.
.
.
100. Echoes of Nowhere - 272.5 Mil

per week!

This change to cost formula serves only to protect the alliances that need protection least.Shocked

There is zero reason for CCP to interfere and seek to protect large bulky alliances, it doesn't make any sense that wars should be changed in this way.


It should be the other way around.
If you attack people who cant defend itself it would need to cost you a lot of ISK.
And if you attack people who can destroy you 1000 times it need to be free for you to do it.

Why the hell wuss attacks on weaker then you is rewarded?
Why the hell is murder only in EVE rewarded?
Why is attacking people without weapons encouraged?
Why is griefing encouraged and true wars killed in the roots?
When you have the balls to war dec someone who can fight back you are forbidden to do that?

Real wars are forbidden in EVE and griefing is what EVE DEVs only want.

Something is rotten in the state of EVE. Roll

truth, the whole truth and nothing but the truth.

Indahmawar Fazmarai
#604 - 2012-04-09 11:17:15 UTC
Avila Cracko wrote:
Captain Thunk wrote:
CCP SoniClover wrote:


Q: Price of war
A: The current formula is 20 mill (for corp, 50 for alliance) base price plus 500.000 per member in target corp. We're looking into some sorts of diminishing returns/cap, but nothing has been decided yet. We will not modify cost based on aggressor size as it is too easily gamed



To declare war on the largest and most bloated alliances would cost:

1. Goonswarm Federation - 4.23 Bil
2. Test Alliance Please Ignore - 3.24 Bil
3. Against All Authorities - 1.68 Bil
4. Intrepid Crossing - 1.49 Bil
5. Solar Citizens - 1.36 Bil
6. AAA Citizens - 1.27 Bil
7. Legion of xXDEATHXx - 1.21 Bil
8. Razor Alliance - 1.2 Bil
9. Fatal Ascension - 1.08 Bil
10. En Guarde - 1.04 Bil
.
.
.
23. Pandemic Legion - 787 Mil
.
.
.
100. Echoes of Nowhere - 272.5 Mil

per week!

This change to cost formula serves only to protect the alliances that need protection least.Shocked

There is zero reason for CCP to interfere and seek to protect large bulky alliances, it doesn't make any sense that wars should be changed in this way.


It should be the other way around.
If you attack people who cant defend itself it would need to cost you a lot of ISK.
And if you attack people who can destroy you 1000 times it need to be free for you to do it.

Why the hell wuss attacks on weaker then you is rewarded?
Why the hell is murder only in EVE rewarded?
Why is attacking people without weapons encouraged?
Why is griefing encouraged and true wars killed in the roots?
When you have the balls to war dec someone who can fight back you are forbidden to do that?

Real wars are forbidden in EVE and griefing is what EVE DEVs only want.

Something is rotten in the state of EVE. Roll


As someone suggested, cost should be inversely proportional to both relative size AND killboard. Big corps or big killers declaring small corps or small killers should be penalyzed with a higher cost. Small corps or small killers wardeccing the big guys should be greeted for their galls and have a low wardec cost.

And of course anyone wardecced against his will should be able to drop the war for free after a week.
Avila Cracko
#605 - 2012-04-09 11:34:40 UTC  |  Edited by: Avila Cracko
Indahmawar Fazmarai wrote:


As someone suggested, cost should be inversely proportional to both relative size AND killboard. Big corps or big killers declaring small corps or small killers should be penalyzed with a higher cost. Small corps or small killers wardeccing the big guys should be greeted for their galls and have a low wardec cost.

And of course anyone wardecced against his will should be able to drop the war for free after a week.



This "AND killboard"
You think something like this: ???

Severian Carnifex wrote:
Severian Carnifex wrote:
I still think this would be the best solution ISK part of the problem:

bornaa wrote:
I found one good proposal, please CCP, read it!!!!AttentionAttentionAttention


Form Eve News24 comments:

"Take the Killboards of the aggressor and the defender as base for the calculation.

The bigger the difference the more expensive the wardec must be. Will protect mining-corps or R&D-corps better then the membercount."


And bind corp killboards with member kill boards so that there can't be infinite number of corps only for one or two war decs and then killed.
Killboards of corps will be combined killboards of its members. (your record goes with you in the new corp you join.)
I think it would be perfect.


So elite PVP corps with rich killboard will attack other PVP corps with good killboards for little money. (you have balls you pay less)
And if elite PVP corp with rich killboard attacks mining/indy corp without any killboard (empty/poor killboard) it must pay much of ISK. (you are a wuss who attacks people who cant defend themself - you will really pay for it)

So you are paying for less risk.
Find the opponent of your own size and have fun, if you like fighting, and don't grief children who cant defend themself.
I think that's only fair.


Ill try to go step by step:

First:
Make killboard of corps as a combined killboard of their members so that players kill record goes with him when he change the corp.

Second:
Make difference between killboards of attacker and defender as a base for calculating war fee.
Something like this:
- Add up isk worth of all destroyed things by all members of the corp
- Add up isk worth of all losses of all members of the corp
- Subtract this two values
- Divide value that you got after last step with number of corp members.

Third:
- Do above thing (from second step) for attacker and defender corp
- Subtract values of attacker and defender corp
- That value you have now use for calculating the price for war dec (multiply it with some number of isk and you get war dec fee)


This way you have system that will make cheap for PVPers to war dec PVPers regardless of number of players in corps.
And will make attacking indy/noob corp by the PVP corp expensive

If you have balls to attack someone who can fight back you will pay little, and if you are a wuss and attack someone who cant defend itself you will pay much.

I hope you understand better now.

p.s.
This was only an example so there can be changes.



Q: And how are you going to stop people from grabbing a character and putting a few thousand losses on it to have its presence in the corporation act as a decshield?

A: I think that if you calculating with ISK destroyed and calculate middle worth of it for entire corp you wont have that problem because it would be expensive way to do it. (you must destroy many many many of your own isk)




edit:
If you are worried that there may be some exploits (even if they are much much harder then with original CCPs proposal) then you can just erase (*) step (- Divide value that you got after last step with number of corp members.) and then there is no way to exploit it.
Its based on difference of ISK damage between attacker and defender but its more steep gradation.


And when i look at this edit,
Without dividing with number of corp members you have incalculated number of corp members in this method too.
So I think it would be what you suggested.

truth, the whole truth and nothing but the truth.

Snot Shot
Brutor Tribe
Minmatar Republic
#606 - 2012-04-09 13:55:36 UTC
Captain Thunk wrote:
CCP SoniClover wrote:


Q: Price of war
A: The current formula is 20 mill (for corp, 50 for alliance) base price plus 500.000 per member in target corp. We're looking into some sorts of diminishing returns/cap, but nothing has been decided yet. We will not modify cost based on aggressor size as it is too easily gamed



To declare war on the largest and most bloated alliances would cost:

1. Goonswarm Federation - 4.23 Bil
2. Test Alliance Please Ignore - 3.24 Bil
3. Against All Authorities - 1.68 Bil
4. Intrepid Crossing - 1.49 Bil
5. Solar Citizens - 1.36 Bil
6. AAA Citizens - 1.27 Bil
7. Legion of xXDEATHXx - 1.21 Bil
8. Razor Alliance - 1.2 Bil
9. Fatal Ascension - 1.08 Bil
10. En Guarde - 1.04 Bil
.
.
.
23. Pandemic Legion - 787 Mil
.
.
.
100. Echoes of Nowhere - 272.5 Mil

per week!

This change to cost formula serves only to protect the alliances that need protection least.Shocked

There is zero reason for CCP to interfere and seek to protect large bulky alliances, it doesn't make any sense that wars should be changed in this way.


CCP are you trying to get rid of small Corps and Alliances? Or was your formula accidentally reversed some how?
.

Twitter = @Snot_Shot  - “If you don't stand for something, you'll fall for anything"

evesnotshot.blogspot.com

Indahmawar Fazmarai
#607 - 2012-04-09 14:23:25 UTC
Avila Cracko wrote:
Indahmawar Fazmarai wrote:


As someone suggested, cost should be inversely proportional to both relative size AND killboard. Big corps or big killers declaring small corps or small killers should be penalyzed with a higher cost. Small corps or small killers wardeccing the big guys should be greeted for their galls and have a low wardec cost.

And of course anyone wardecced against his will should be able to drop the war for free after a week.



This "AND killboard"
You think something like this: ???

(stuff)


Yes, that's what i recalled.
KandieKat
Silver Lining Corp
#608 - 2012-04-09 16:05:41 UTC  |  Edited by: KandieKat
After listening to the presentation on War Declarations, I have these reactions:
I strongly approve of the direction and intent of the proposed changes.
I would like the super team to think more carefully about the role of neutral remote repping.
• Remote repair by neutral players is often used by more experienced aggressors to ensnare less experienced defenders into battles in which a small apparent advantage of numbers is nullified by the sudden appearance nominally neutral allies.
• Neutral support is not a resource to be eliminated because of its value in saving vessels and equalizing ship hp in can tipping and similar situations.
• Neutral support of declared war participants could be discouraged by lowering of the neutral assistance’s security status. Perhaps a set factor multiplied by the number of incidents in a set period of time. This would permit both sides to continue to use the tactic but could ultimately make the neutral participant wary and possibly, temporarily, keep them out of high sec.
• Penalizing the neutral participant will also have the effect of introducing additional uncertainty into high sec battles.
I am somewhat concerned about any stigma that might be associated with leaving a corporation during a declared war.
• Early in a Pilot’s career it one often makes a poor choice of corporation or new corporations change their direction or form alliances that are contrary to temperament or interests of the pilot.
• High security wars do have the effect on demonstrating the importance the fundamental importance of combat skills to the neophyte. However, once recognized, the player should not be penalized for acknowledging that their current skills and resources make their participation in a particular war impractical. The turtle option is always available but not a choice many new players would make without leaving EVE entirely.
• There are many legitimate reasons that a more experienced player would leave their corporation during a war. Among these are pressing needs for ISK or particular minerals to replace ship losses. An altruistic decision taken in consultation with other corporation members should not be penalized.
• When a corporation or alliance is composed of members that span the world’s time zones it is often the case that the main action takes place at times when some members or asleep or at work. The corporation may then decide that the best contribution in defense is, again, the generation of income or manufacture of materials for the corporation or alliance.
• If it is possible for the CEO to declare war without consultation then a faction of the corporation may decide that their best response, in their own interests, is to leave the corporation for a less autocratic environment.
• The Public Kill Boards like Battle Clinic, and the in game employment history tell any interested party a great deal about the personality and experience of the player. A further stigmatization of the player hardly seems necessary.
Fassin Taak
L0rd of the Blings
Covert Otters Venture Into Darkness
#609 - 2012-04-09 16:45:28 UTC
Captain Thunk wrote:
CCP SoniClover wrote:


Q: Price of war
A: The current formula is 20 mill (for corp, 50 for alliance) base price plus 500.000 per member in target corp. We're looking into some sorts of diminishing returns/cap, but nothing has been decided yet. We will not modify cost based on aggressor size as it is too easily gamed



To declare war on the largest and most bloated alliances would cost:

1. Goonswarm Federation - 4.23 Bil
2. Test Alliance Please Ignore - 3.24 Bil
3. Against All Authorities - 1.68 Bil
4. Intrepid Crossing - 1.49 Bil
5. Solar Citizens - 1.36 Bil
6. AAA Citizens - 1.27 Bil
7. Legion of xXDEATHXx - 1.21 Bil
8. Razor Alliance - 1.2 Bil
9. Fatal Ascension - 1.08 Bil
10. En Guarde - 1.04 Bil
.
.
.
23. Pandemic Legion - 787 Mil
.
.
.
100. Echoes of Nowhere - 272.5 Mil

per week!

This change to cost formula serves only to protect the alliances that need protection least.Shocked

There is zero reason for CCP to interfere and seek to protect large bulky alliances, it doesn't make any sense that wars should be changed in this way.


If the numbers are right, this is totally silly. As many people pointed out, it should be the exact difference - the bigger your alliance's "size" advantage over a potential war target, the bigger the cost. I am not saying declaring war against Goonswarm with a 10 pilot corp should be free, but it definitely should not cost as much as 4 carriers...
Amun Khonsu
School of Applied Knowledge
Caldari State
#610 - 2012-04-09 16:54:39 UTC  |  Edited by: Amun Khonsu
Dierdra Vaal wrote:
he main issue I see with this is that you're now effectively locking corps and alliances into a war, even if they do not enjoy playing like this, without giving them an effective way to get out of it. "Oh but you can fight back, even get your friends to help out!" you might say, but this is not always effective. Sure you can fight back, but there is no guarantee that that will end the war (even with help from your friends). Especially when plenty of high sec wardeccing corps are made of up alts, who can easily 'escape' to their mains to play elsewhere, or consist of players who specifically seek out pvp. As defender, you're essentially resigned to waiting (hoping) for the aggressor to get bored of the war.

Now I do admit the ease of getting out of wars currently is a big issue, one only justified by the broken system we currently have. But forcing players into a war they didn't chose should come with an ability for the defender to take control of the wardec, and giving them the direct ability to end the war and enforce a temporary peace


this ^^

A lot of people are going to cancel subscriptions as a result of unwanted, prolonged, unending wars that follow them whereever they go or as soon as they give up their hard earned isk to end the war for the aggressor ro see this as a weakness and re-wardec for more money over and over again.

Wars need to backfire. the DEFENDER should choose to prolong a war indefinitely!

Fight them until turmoil is no more and strike terror into their hearts. www.ross-fw.net

Argus Sorn
Star Frontiers
Brotherhood of Spacers
#611 - 2012-04-09 17:48:32 UTC  |  Edited by: Argus Sorn
Captain Thunk wrote:
CCP SoniClover wrote:


Q: Price of war
A: The current formula is 20 mill (for corp, 50 for alliance) base price plus 500.000 per member in target corp. We're looking into some sorts of diminishing returns/cap, but nothing has been decided yet. We will not modify cost based on aggressor size as it is too easily gamed



To declare war on the largest and most bloated alliances would cost:

1. Goonswarm Federation - 4.23 Bil
2. Test Alliance Please Ignore - 3.24 Bil
3. Against All Authorities - 1.68 Bil
4. Intrepid Crossing - 1.49 Bil
5. Solar Citizens - 1.36 Bil
6. AAA Citizens - 1.27 Bil
7. Legion of xXDEATHXx - 1.21 Bil
8. Razor Alliance - 1.2 Bil
9. Fatal Ascension - 1.08 Bil
10. En Guarde - 1.04 Bil
.
.
.
23. Pandemic Legion - 787 Mil
.
.
.
100. Echoes of Nowhere - 272.5 Mil

per week!

This change to cost formula serves only to protect the alliances that need protection least.Shocked

There is zero reason for CCP to interfere and seek to protect large bulky alliances, it doesn't make any sense that wars should be changed in this way.



+1

Thanks for doing the math. At Fanfest CCP Unifex said that he was going to be having a larger dev presence on the forums. Where is the response to this thread then? Or does it take 50 pages to get a response?

Simple fact CCP: 95% of all forum rage is created by your overwhelming lack of response to issues when they are raised. We saw it in monocle gate, and you will see it here. Sitting there, letting threads explode with protest and offering no response - not even an acknowledgement of concerns will only hurt you in the end. The arguments in this thread have been polite, well thought out and spot on for the most part. Your devs failed to see the exploit - players caught it and now your devs are hiding? Admit you missed it, offer a response and let's move on.

Show us the respect of a response. Thank You.

Argus
Vincent Athena
Photosynth
#612 - 2012-04-09 18:07:02 UTC
The idea of using the attacker's killboard to determine war costs:

Attacker kicks all members with a good KB.
Attacker declares war.
Attacker accepts applications from all kicked members.

As CCP has said: basing costs on the status of the attacker, be it member count or KB, allows for gaming the cost.

Know a Frozen fan? Check this out

Frozen fanfiction

Argus Sorn
Star Frontiers
Brotherhood of Spacers
#613 - 2012-04-09 18:11:22 UTC  |  Edited by: Argus Sorn
Vincent Athena wrote:
The idea of using the attacker's killboard to determine war costs:

Attacker kicks all members with a good KB.
Attacker declares war.
Attacker accepts applications from all kicked members.

As CCP has said: basing costs on the status of the attacker, be it member count or KB, allows for gaming the cost.


Basing it on the defender allows for gaming the cost too.

4 bil per week to dec goonswarm? It is not enough that they have over 3000 members from whom to draw to defend against any war deccers?

REALLY CCP? Who did you ask about this? The CSM? Lol.



A
Indahmawar Fazmarai
#614 - 2012-04-09 18:56:31 UTC
Vincent Athena wrote:
The idea of using the attacker's killboard to determine war costs:

Attacker kicks all members with a good KB.
Attacker declares war.
Attacker accepts applications from all kicked members.

As CCP has said: basing costs on the status of the attacker, be it member count or KB, allows for gaming the cost.


That's equivalent to wardec with a cheap small alt corp and then make an alliance with your main corp to join the war.

Solution? Corps with a huge killboard imparity can stop the war after a week no mattter what the agressor does.

The point is, those agreeing to war shoudl beat it on their own. But those who do not want war should be allowed to play the game the way they want, not how CCP and its buddy SOBs shove down their throats.
Severian Carnifex
#615 - 2012-04-09 19:21:27 UTC  |  Edited by: Severian Carnifex
Vincent Athena wrote:
The idea of using the attacker's killboard to determine war costs:

Attacker kicks all members with a good KB.
Attacker declares war.
Attacker accepts applications from all kicked members.

As CCP has said: basing costs on the status of the attacker, be it member count or KB, allows for gaming the cost.



I see my, partially, idea is debated here so ill try to answer:

That's easy to fix.
No accepting new members (and no leaving?) in the attacker corp/alliance till war is over.
That would be one part of that CCPs line "war should be more of commitment" which i agree upon - but only for attacker.


Or let it just pay the difference in price like that person was the member from the beginning of the war.
And pay for every accepted application during the war time.
Severian Carnifex
#616 - 2012-04-09 19:29:04 UTC
Avila Cracko wrote:
Indahmawar Fazmarai wrote:


As someone suggested, cost should be inversely proportional to both relative size AND killboard. Big corps or big killers declaring small corps or small killers should be penalyzed with a higher cost. Small corps or small killers wardeccing the big guys should be greeted for their galls and have a low wardec cost.

And of course anyone wardecced against his will should be able to drop the war for free after a week.



This "AND killboard"
You think something like this: ???

Severian Carnifex wrote:
Severian Carnifex wrote:
I still think this would be the best solution ISK part of the problem:

bornaa wrote:
I found one good proposal, please CCP, read it!!!!AttentionAttentionAttention


Form Eve News24 comments:

"Take the Killboards of the aggressor and the defender as base for the calculation.

The bigger the difference the more expensive the wardec must be. Will protect mining-corps or R&D-corps better then the membercount."


And bind corp killboards with member kill boards so that there can't be infinite number of corps only for one or two war decs and then killed.
Killboards of corps will be combined killboards of its members. (your record goes with you in the new corp you join.)
I think it would be perfect.


So elite PVP corps with rich killboard will attack other PVP corps with good killboards for little money. (you have balls you pay less)
And if elite PVP corp with rich killboard attacks mining/indy corp without any killboard (empty/poor killboard) it must pay much of ISK. (you are a wuss who attacks people who cant defend themself - you will really pay for it)

So you are paying for less risk.
Find the opponent of your own size and have fun, if you like fighting, and don't grief children who cant defend themself.
I think that's only fair.


Ill try to go step by step:

First:
Make killboard of corps as a combined killboard of their members so that players kill record goes with him when he change the corp.

Second:
Make difference between killboards of attacker and defender as a base for calculating war fee.
Something like this:
- Add up isk worth of all destroyed things by all members of the corp
- Add up isk worth of all losses of all members of the corp
- Subtract this two values
- Divide value that you got after last step with number of corp members.

Third:
- Do above thing (from second step) for attacker and defender corp
- Subtract values of attacker and defender corp
- That value you have now use for calculating the price for war dec (multiply it with some number of isk and you get war dec fee)


This way you have system that will make cheap for PVPers to war dec PVPers regardless of number of players in corps.
And will make attacking indy/noob corp by the PVP corp expensive

If you have balls to attack someone who can fight back you will pay little, and if you are a wuss and attack someone who cant defend itself you will pay much.

I hope you understand better now.

p.s.
This was only an example so there can be changes.



Q: And how are you going to stop people from grabbing a character and putting a few thousand losses on it to have its presence in the corporation act as a decshield?

A: I think that if you calculating with ISK destroyed and calculate middle worth of it for entire corp you wont have that problem because it would be expensive way to do it. (you must destroy many many many of your own isk)




edit:
If you are worried that there may be some exploits (even if they are much much harder then with original CCPs proposal) then you can just erase (*) step (- Divide value that you got after last step with number of corp members.) and then there is no way to exploit it.
Its based on difference of ISK damage between attacker and defender but its more steep gradation.


And when i look at this edit,
Without dividing with number of corp members you have incalculated number of corp members in this method too.
So I think it would be what you suggested.



And yea... that was my idea when o was writing that.
And that way there is no possible exploits.
Daneau
Roprocor Ltd
#617 - 2012-04-09 19:41:28 UTC
Severian Carnifex wrote:


And yea... that was my idea when o was writing that.
And that way there is no possible exploits.


Now that sounds like something for the famous last words quote Big smile

Daneau
pashared
Center for Advanced Studies
Gallente Federation
#618 - 2012-04-09 19:46:11 UTC  |  Edited by: pashared
ccp is fixing the wrong problem. the war dec system is fine, its the premise in which a war is to be fought and declared.


the real question is "WHY DECLARE WAR"

if its just for pvp targets and to fluff KB's then no matter how you configure you war mechanics it will never work.


you have to write the war game from the ground up.

perhaps corperation is the wrong term all together maybe what we have here in eve is more like feudal japan, in which case you can just decide to want to declare war simply because you dont like them. and once a surrender is issued the name of the group is gone forever.

and that in itsself would drive war, removing "corp" names from game. now we have a foundation to declare war in all secs of space none the less.

in the end I think all players want soild drivers and consequences in which war is rooted. once that is writen then we can have solid war mechanics that work.


cause what we have now is a rocking chair, sure you have something to do but it doesnt get you anywhere.
Amun Khonsu
School of Applied Knowledge
Caldari State
#619 - 2012-04-09 21:05:16 UTC
Like I said, let the attacker calculate the risk of declaring war.

Wars need to backfire. the DEFENDER should choose to prolong a war indefinitely! Cool

This will give the proper balance to war.

The risk shouldnt all be shouldered by the defender, but the attacker who should consider the consequences of declaring war on a group who may have friends or hire mercs to countermand the dec.

Fight them until turmoil is no more and strike terror into their hearts. www.ross-fw.net

Coolsmoke
State War Academy
Caldari State
#620 - 2012-04-09 23:33:26 UTC
Wardeccing is a fricking minefield.

There is no one solution that can avoid all exploitations, some of the excellent posts in here are testimony to that.

Ditch all the existing mechanics and start with a clean sheet.

There is one simple reason for war declarations, and that is to create valid targets in 0.5+ space.

There are three core reasons why players want that feature: Tactical, Griefing, or "Just for the Hell of it".

No game mechanic will ever be able to differentiate between those reasons, and that's where you're stuffed. I'm all for tactical warfare, but by having to also embrace the other two you simply facilitate highsec ganking. You can't have one without the other.

War deccing has always been the playground of the rich, big, or plain loony. It has always been slanted against the thousands of small corporations - especially industrial - who want nothing to do with war at all.

I think it should be extremely *difficult* to declare war on another corp/alliance. It should *not* be a simple case of "I haz isk, I'm bored/angry, I shall declare war".

I think you should focus on the fact that for 99% of wars, the aggressor has usually been assembling intel for some time previous to declaring their intentions. Perhaps you could consider an improved "Locator" system available only to aggressees, to partly level the intel playing field once war begins. Use the API to assess recent kills relating to the involved parties and possibly adjust costs prior to the war starting. Make it a full week between war application and approval - or even disapproval.

After all, why should the wardec mechanic automatically approve every war? War is serious. It should be considered by some Galactic Counsel or other who pores over the appliacationsfor several days. Why not flat out disallow some wars based on a set of criteria? And set punitive damages against the corps who try it on as well?

Personally I like the idea of players in very small corps, that have been wardecced, having a CONCORD panic button which summons the cops in a response time related to the security status of the player rather than the system they're in. A one-time use maybe. Lord knows how you'd implement that though :s

I'll stop putting out stuff. Lots of you probably think I'm nuts, and these suggestions just make for more ways to exploit. That's as maybe. But the message I'm trying to put across is that War is a horribly complex thing, and the current mechanics are too simple to make it work properly.