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Flip times in faction war

Author
Cearain
Plus 10 NV
#1 - 2012-05-04 14:07:21 UTC  |  Edited by: Cearain
TLDR: Short flip times in faction war would be awesome

This thread is to discuss the flip times in faction war. I think this is an important topic that deserves its own thread.


The changes on sisi make sytems flip much more slowly than they currently flip. I think this was done in a somewhat hasty reaction to ccps decision that stations will lock the non-owning faction out. However I think that this solution to the problem ccp created actually makes the situation worse.

First it appears the rational of having slower timers before a system flips is something along the lines of “If I am going to be locked out of a system or suffer large consequences I don’t want it to happen overnight when I am asleep – in short I want to personally be able to do something about it, or at least get my stuff out.”
So now we have flip times that at the fastest speed will only flip after @ 40 hours. I suppose this will be a good solution for someone who logs in every day. But for people like myself who might go a week without logging in this is no solution at all.

And indeed I don’t really think there is a problem that needs to be solved. My pvp characters are not trained to fly any sort of transport ships anyway. So if I have to move I need to give the stuff to an alt anyway. So if I find that the system flipped a week ago I still have to do the same thing I would do before. I realize that not everyone has an alt, but again many people do or are in a corp with an alt that can help move stuff. So for them this is a solution to a nonexistent problem.

But what about the notion that I personally was not able to fight for that system? Well If the flip times are fast I can fight to get it back when I do log in. But if the flip times are slow then I know the side with the bigger blob will always win anyway and my one extra ship is not likely to make any difference. I have played eve enough to know this.

I suggest that the time it takes to flip a system should not be tied to how often you personally log in or not.

Here are the reasons I think it’s a bad idea to have the long flip times:

1) There is no sense of urgency to stop an individual plexer. I often plex in systems full of war targets. I open the plex and sit there doing plexes. Most times no one bothers to chase me off. Why should they? I mean they are rightly thinking there is no urgency. Maybe in 4 hours they will go and start addressing the issue but right now I am easily ignored. Hence no fight.

2) Long flip times means that the underdog – the side with fewer active pilots – will never be able to try to accomplish a flip by using coordinated attacks across the region before the larger side has the chance to send over the blob. Hence just like in null sec it will always be a situation where the blob wins and the underdog can accomplish nothing. Even with a 7 hour flip time there is more than enough time for a blob to form and go to a system and prevent a smaller gang from doing any damage.

3) In general faster flip times will mean more dynamic play that is not currently available in eve. We have the slow timers that are defended by big blobs in null sec. Eve is missing a fast paced dynamic war system. These slow flip times leading to one side or the other getting the bigger blob already exists in eve. Things that make faction war a unique alternative are good.

Personally I would like the flip times to be fast. I know I am not in the majority on this but I am wondering why we can’t flip a system in an hour or so. Before you rage just hear me out.

Yes that means that when you wake up the map might look allot different than when you went to bed but it would mean there would be a certain urgency to fight for each and every plex. There would be none of this “yeah we see you there plexing. We will catch back up with you in 4 hours. In the mean time, have fun shooting npcs.”

Would a short time mean that plexing is meaningless? I don’t think so. I think the consequences are a separate issue. The same consequences can attach whether it is a slow or a long timer. Let me explain:

I am personally against the ship lockout idea (but I don’t want to discuss that here unless it relates to the timer issue) but let’s assume that the enemy flipping a system means I can’t get my ships. So lets’s say I had a bunch of my ships locked into a system so now I can’t access them. But also assume that with well planned coordinated attack I could have access to them in an hour! Wouldn’t that make for more dynamic gameplay with a sense of urgency with every plex?

Personally I would be inclined to still leave *a few* ships in the faction war area if I knew I could unlock them without getting a blob to do it. But now with the 40 hour flip time? No way. I am moving all my pvp ships out of the faction war area. Why because on the whole I know amarr cannot out gun the minmatar in a civil war style (null sec style) lets all line up and shoot at eachother blobfest. If each side gets plenty of warning this is how systems will be won or lost.

If the flip times are short enough the outnumbered side can still put up fights and possibly win plexes for short times with coordinated attacks.

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

Ahazu Sagam
Ministry of War
Amarr Empire
#2 - 2012-05-04 14:28:08 UTC
I would like short/shorter flipping times, because grinding plexes sucks, but only if u get something like a 24h reinforce timer for the bunker.
qDoctor Strangelove
Doomheim
#3 - 2012-05-04 14:47:23 UTC
time zone war counter.
deal with it.

flipping a system / station in 48 hours sounds to short imo.
Null sec is more or less a week I believe.
Veshta Yoshida
PIE Inc.
Khimi Harar
#4 - 2012-05-04 14:51:48 UTC
Question is what is too short/long. We went from DT centric 2-3 day captures, straight to 5-7 hrs semi-DT centric captures .. which means we have already experienced the extremes of what it might/could/should be.

If one is perpetually outgunned/outmanned then one should not be able to take space but merely be able to hold onto a few scraps (read: key systems). Makes sense both in real world and gameplay terms .. the Rambo films were decent enough but make for horrible mechanics Smile
Note: This is probably the main reason why a majority are against the lock-out consequence as the end result from at least one militia (not naming names) will be in high-sec within 6-8 weeks of it going live regardless of x5 modifier.

The x5 modifier they are operating with now was most likely added because CCP really dislikes having to say "We made a whoopsie" and that is what the "3 plex/hour, 23/7" is in plex mechanics.

What they should try is to come up with a way of making plex spawning player controlled. Addresses your concern about underdogs not being able to make headway before the blob logs on and would be a way to get rid of the DT shuffle once and for all.
The underlying system is already in place (more or less) in that mission plexes are spawned by player action so all that is needed is an additional layer that directs the spawn algorithm .. we have seen the brute force method back when declining FW missions didn't result in penalties.
Cearain
Plus 10 NV
#5 - 2012-05-04 15:33:38 UTC
Veshta Yoshida wrote:
Question is what is too short/long. We went from DT centric 2-3 day captures, straight to 5-7 hrs semi-DT centric captures .. which means we have already experienced the extremes of what it might/could/should be.

If one is perpetually outgunned/outmanned then one should not be able to take space but merely be able to hold onto a few scraps (read: key systems). Makes sense both in real world and gameplay terms .. the Rambo films were decent enough but make for horrible mechanics Smile
Note: This is probably the main reason why a majority are against the lock-out consequence as the end result from at least one militia (not naming names) will be in high-sec within 6-8 weeks of it going live regardless of x5 modifier..


Thanks for the post.

I gave multiple reasons why the longer flip times of even 5-7 hour flip time is too long.

Do you have any reasons for dismissing out of hand flip times shorter than 5-7 hours other than your real world analogy. I mean I really don't know if a solar system could flip in an hour or if it would take weeks months or years. The real world argument is just not one I think is awefully hard to apply.

Do you have any other reasons why you think shorter timers would make for bad gameplay?



Veshta Yoshida wrote:

The x5 modifier they are operating with now was most likely added because CCP really dislikes having to say "We made a whoopsie" and that is what the "3 plex/hour, 23/7" is in plex mechanics.

What they should try is to come up with a way of making plex spawning player controlled. Addresses your concern about underdogs not being able to make headway before the blob logs on and would be a way to get rid of the DT shuffle once and for all.
The underlying system is already in place (more or less) in that mission plexes are spawned by player action so all that is needed is an additional layer that directs the spawn algorithm .. we have seen the brute force method back when declining FW missions didn't result in penalties.


Allowing us to control the spawns is interesting. But again if it is going to take 5-7 hours to accomplish anything then the side with the numbers advantage will still have plenty of time to form up and crush the attack. This means that there is no point for the smaller side to even attempt a take over and hence fewer or no good fights for occupancy.

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

Cearain
Plus 10 NV
#6 - 2012-05-04 15:41:32 UTC
qDoctor Strangelove wrote:
time zone war counter.
deal with it.

flipping a system / station in 48 hours sounds to short imo.
Null sec is more or less a week I believe.



Can you give any reasons why its too short, other than null sec takes a week?

I'm not sure why null sec taking a week is proof that 48 hours is too short. Is the hidden assumption that our flip times need to match null secs flip times?

I mean what effects on your actual game sessions would shorter or longer flip times have. I tried to give some in depth explanations why the shorter ones would make for a much more dynamic and exciting war where the underdog could still hope to accomplish something and therfore bring the fight. What is the analysis for saying X is too short?

If your view that X hours is too short is not just arbitrary then please post why it would be too short. What problems would short flip times create and/or longer flip times solve?

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

Petrus Blackshell
Rifterlings
#7 - 2012-05-04 16:05:37 UTC
Came here expecting a poor thread about how FW is ruined now, found an actual valid idea and discussion. Cool.

Something that you ought to consider is that the really long flip times (along with reinforce timers and all that jazz) was implemented in nullsec to nerf timezone wars. If there were very short cycle times (a few hours), FW space would resolve to constant hand-swapping of systems. The Minmatar have the numeric advantage in late USTZ and capture a whole constellation; DT rolls around and the Amarr have the numeric advantage, flipping everything back over. Strong plexing movements are responded to with apathy because "eh, we can just flip it back in a few hours".

The good part of this is that it does encourage constant plexing, and for people for whom the immediate sovereignty of a system matters, this will trigger response fleets and thus fights.

There needs to be a balance reached in flip time, however. Too short, and it becomes a trivial chore to gain control of a system. Too long, and as you said, FW gets stale with blobs.

I'm interested in what some of the larget FW entities who can field big fleets (like LNA) think about this. Is this simply a matter of small gangs wanting a buff, or something all of FW can get behind?

And yes, shorter flip times would mean more fun for us and our band of crazy frigates, plus more chance to defend our home system. +1 set of players who would likely benefit from this change.

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

Vordak Kallager
Descendance.
GoonSwarm.
#8 - 2012-05-04 23:11:42 UTC
Petrus Blackshell wrote:
Came here expecting a poor thread about how FW is ruined now, found an actual valid idea and discussion. Cool.

Something that you ought to consider is that the really long flip times (along with reinforce timers and all that jazz) was implemented in nullsec to nerf timezone wars. If there were very short cycle times (a few hours), FW space would resolve to constant hand-swapping of systems. The Minmatar have the numeric advantage in late USTZ and capture a whole constellation; DT rolls around and the Amarr have the numeric advantage, flipping everything back over. Strong plexing movements are responded to with apathy because "eh, we can just flip it back in a few hours".

The good part of this is that it does encourage constant plexing, and for people for whom the immediate sovereignty of a system matters, this will trigger response fleets and thus fights.

There needs to be a balance reached in flip time, however. Too short, and it becomes a trivial chore to gain control of a system. Too long, and as you said, FW gets stale with blobs.

I'm interested in what some of the larget FW entities who can field big fleets (like LNA) think about this. Is this simply a matter of small gangs wanting a buff, or something all of FW can get behind?

And yes, shorter flip times would mean more fun for us and our band of crazy frigates, plus more chance to defend our home system. +1 set of players who would likely benefit from this change.


Hi.

Honestly, I don't think most of LNA really cares about the flip-time of systems. We work closely enough with our EUTZ friends FeO and Defiant to not lose any important systems to ninja-flipping. I honestly thought the Amarr would prefer longer flip times because their cross-TZ communication and cooperation is atrocious.

All of the drama resulting from the upcoming station lock-out and flip-time changes is really just Amarr being cranky that they are significantly weaker than the Minmatar (and have been for the past few months) and want their problems solved by CCP fixing stuff to suit them. I can assure you, if the Amarr had the upper-hand in the warzone, they would not be complaining.

C'est la EVE.

Sa souvraya niende misain ye.

AmIDeadyet
Ringworm Industries
#9 - 2012-05-05 03:12:37 UTC
The key point here is the shorter the time it takes to flip a system, the more trivial plexing becomes. We had a massive fleet fight on the Huola bunker a month or so ago, it was a blast, we held the field, but the Amarr flipped the system anyways with numbers. After DT we quickly flipped the system back rendering the previous day's work completely moot. After we lost Huola, not a single one of us was down because we knew we could quickly flip it again anyways. We just showed up for the pew Big smile
Cearain
Plus 10 NV
#10 - 2012-05-05 03:52:13 UTC
AmIDeadyet wrote:
The key point here is the shorter the time it takes to flip a system, the more trivial plexing becomes. We had a massive fleet fight on the Huola bunker a month or so ago, it was a blast, we held the field, but the Amarr flipped the system anyways with numbers. After DT we quickly flipped the system back rendering the previous day's work completely moot. After we lost Huola, not a single one of us was down because we knew we could quickly flip it again anyways. We just showed up for the pew Big smile


I'm not sure, but doesn't your example sort of prove the point that even if the system flips fast you can still get great fights and that is what is important?

In the past we had to "make believe" whether we thought flipping a system was significant or trivial because there was no actual consequences. Its not so much that being able to flip a system faster made it trivial as much as it just sort of highlighted it was in fact trivial. In the past it, in fact, had no consequence.

I think now that we have real consequences the triviality /significance will not have to be based on the amount of time it takes. It will have a concrete significance that won't rely on "make believe" anymore. Hence I think we can just pick the flipping times that we think will lead to the most fun fights.

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

Hrett
The Scope
Gallente Federation
#11 - 2012-05-05 04:29:12 UTC
I disagree. They certainly should not be shorter than now, but I think 5x may be too long. As others have suggested, maybe 3-4x would be better.

Short times are punitive to people who have other things to do besides EVE. Longer times allow more of the player base to contribute - one way or the other. Short times disproportionally favor one or two hardcore plexes with umpteen alts. One or two people should not be able to effect the star map like that without all time zones getting a shot.

Basically, your suggestion favors the few to the exclusion of many. Longer times exclude no one.

spaceship, Spaceship, SPACESHIP!

Super Chair
Project Cerberus
Templis CALSF
#12 - 2012-05-05 05:14:41 UTC
I think 40 hours will be fine to be quite honest. You may be able to speed up the process of taking a system as well. Some of you (especially from the amarr/minnie front) may be wondering how this happens. Before the outpost respawn changes it took months for a system to flip on our front. About a year ago the caldari militia set its sights on the placid region (intaki in particular), it had the after DT dominance most days but could still not flip systems (I believe that summer we only took two systems). This was due to a practice known as "shifting". Gallente militia would have multitudes of alts run defensive plexes in systems within a region (even if the system was uncontested), and close them. This is because when a plex was captured within a region, there was a chance that when that plex despawned, that it would reappear elsewhere in another system within the region. The gallente would have their multitudes of alts (and some mains, i do recall the "nonplexers" showing up to help out with shifting on occasion) "shift" during their strong timezone and always kept scouts to constantly scan for respawns in key systems. Caldari soon caught on and began to shift plexes too in their strong timezone (I recall one night myself and flyinghotpocket "prepped" about 30 plexes during our weak TZ and then capped them all once the caldari's stronger TZ started logging on one night. (Prepping is running plexes down to within a few seconds in preparation of capturing a lot of plexes simultaneously). It devolved into a little bit of timezone warfare, but not nearly as bad as it is now.

I don't know if this tactic was used on the minmatar/amarr front, but the caldari/gallente front would shift so much that it was observed one night there was not a single plex in the placid region to take (it has about 30-40 systems). I believe minmatar lost a lot of systems that summer because they did not have the after DT presence on their front (I also think murientor tribe was too busy trying to stop the caldari in placid as well). Maybe the minmatar knew about shifting but did not have the manpower to pull it off.

I believe that overall, plexing has been changing for the better. Before it would take months of effort to flip a system (not to mention ridiculous amounts of man hours), whereas now it takes an afternoon. Obviously both ends of the spectrum seem to make people unhappy (before no one would plex because it took so long and there was no sense of accomplishment, and now people go to sleep, wakeup to see their system is lost). I think 40 hours will be a happy medium.
Veshta Yoshida
PIE Inc.
Khimi Harar
#13 - 2012-05-05 05:59:53 UTC
Just re-read your post Cea .. one hour flips .. really .. read it as "old schema" before Smile

The current 6-7 hrs makes it ridiculously pointless, not sure if turning it into Whack-a-Mole is the answer to that. If the goal is to get lots of small quality fights, it might be better to change the way plexes are generated/captured as the current (and coming) blob friendly system only really leaves noobs/ignoramuses for roamers to nibble on.
From my last blurp elsewhere:
Quote:
Change;
- Introduce poison-pills to all mission plexes (just because, and needed for ..)
- Remove any and all automatically spawning plexes, replace with player generated sites (has pills, remember? Smile)
- Introduce useful strategic feedback in militia interface (ie. systems under attack messages)
Result;
- Attacker can't park a blob in a central location and have satellite crews capping plexes in adjacent systems because by the time they arrive the plex is gone.
- Ninja plexing is obsoleted, and
- Time spent becomes equivalent of benefit (zero LP for defender, so zero time).

All the power in our hands and much higher chance of getting fights in plexes as one must assume an attacker has an interest in capping it when he went through the bother of pressing more than a single button to open it. Do something like that and the actual flip times becomes inconsequential as we all get our blood donations.
Vordak Kallager wrote:
..I can assure you, if the Amarr had the upper-hand in the warzone, they would not be complaining..

Pardon? Take a timemachine (read: use search engine) and look at everything I have complained about the past 3-4 years in regards to FW .. it has been quite a lot, and since Amarr has had the "upper-hand" for considerably longer when tallied your assurances are as useless as your desire for freedom.

Just sayin'

PS: The gripe with suggested (ie. inevitable come hell or high water, CCP style) changes is based on the fear that CCP implements their atrocious null consequences without addressing the easy-mode plexing that the Shakorites enjoy compared to our valiant forces.
X Gallentius
Black Eagle1
#14 - 2012-05-05 10:49:52 UTC  |  Edited by: X Gallentius
AmIDeadyet wrote:
The key point here is the shorter the time it takes to flip a system, the more trivial plexing becomes. We had a massive fleet fight on the Huola bunker a month or so ago, it was a blast, we held the field, but the Amarr flipped the system anyways with numbers. After DT we quickly flipped the system back rendering the previous day's work completely moot. After we lost Huola, not a single one of us was down because we knew we could quickly flip it again anyways. We just showed up for the pew Big smile
An example of why the current shorter flip time is great - they lead to more pew. Big smile

The current short flip times also favor the attacking force, which is a good thing IMO since attack is what initially drives conflict. As the flip time increases, achieving the objective of system takes longer and therefore disincentivizes the attacker, thus leading to less consistent pew.

Edit: If plex spawn times get too short, however, everybody will quit FW because bunker busting is pretty damn boring.
Vyktor Abyss
Abyss Research
#15 - 2012-05-05 11:27:07 UTC
Since system flip times and plex spawning rates were rejigged recently I have had more plex fights than before so yes more pew has been happening recently it seems as a result of more plexes / quicker system flips.

However if the new system invovles spending time, effort and more importantly LP to upgrade systems, then I think longer system flip times are necessary to ensure it is not too easy to wipe out those upgrades.

It is also wrong to assume that with the upcoming changes and longer plex flip times this automatically means back to less pew pew because of slower system flip times - because now when people have a real reason to fight both on attack and defence, I'd actually expect more pew, but we don't really know what will happen yet.

Cearain
Plus 10 NV
#16 - 2012-05-05 13:25:07 UTC  |  Edited by: Cearain
Thanks everyone for the good feedback.

Just quickly:

Remember the @1 hour is not how long it should take to flip a system. It would be how long it will take to flip a system if the other side puts up absolutely no resistance - not even a single thrasher to fight for a minor plex. With this sort of short flip time a notification system would be in order. Let the militia know where plexes are being taken and if they sit around for over an hour and do nothing to defend well....


The ultimate question is: What period of time should the flip time be based on? Some people say they want it to cover a time span so that everyone has the opportunity to fight for every system. I disagree. IMO it should be based on the amount of time it takes to form up a blob and have that blob cover 2 distant systems.

In other words when the flip time is 7-8 hours that fleet can stay and wait an extra 15 minutes for that 5th scimitar pilot to get his ship fit. If it were closer to an hour flip time they may have to leave without him. Shocked They may have to leave with just a few ships at first and hope reinforcements will come. Once that starts happening - that is when you get the crazy fun fights. Not the slow boring civil war style fights were each fleet takes its time and gets all the firepower they can and then rolls out. Because what happens then is one side realizes - "well I can't match that firepower so I will just stay docked." Results: No fights.

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

TomyLobo
U2EZ
#17 - 2012-05-06 18:07:57 UTC
Veshta Yoshida wrote:
Just re-read your post Cea .. one hour flips .. really .. read it as "old schema" before Smile

Vordak Kallager wrote:
..I can assure you, if the Amarr had the upper-hand in the warzone, they would not be complaining..

Pardon? Take a timemachine (read: use search engine) and look at everything I have complained about the past 3-4 years in regards to FW .. it has been quite a lot, and since Amarr has had the "upper-hand" for considerably longer when tallied your assurances are as useless as your desire for freedom.

Holy **** batman.
Petrus Blackshell
Rifterlings
#18 - 2012-05-06 19:11:55 UTC
Vordak Kallager wrote:
C'est la EVE.

I'm going to go ahead and steal that expression since it's awesome. Kudos.

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

Deen Wispa
Sheriff.
Caldari Tactical Operations Command
#19 - 2012-05-06 20:30:59 UTC
Petrus Blackshell wrote:
Vordak Kallager wrote:
C'est la EVE.

I'm going to go ahead and steal that expression since it's awesome. Kudos.


I wonder where he got that expression from? :)

High Five. Yeah! C'est La Eve .

Mutnin
SQUIDS.
#20 - 2012-05-06 21:10:53 UTC
Veshta Yoshida wrote:
Question is what is too short/long. We went from DT centric 2-3 day captures, straight to 5-7 hrs semi-DT centric captures .. which means we have already experienced the extremes of what it might/could/should be.

If one is perpetually outgunned/outmanned then one should not be able to take space but merely be able to hold onto a few scraps (read: key systems). Makes sense both in real world and gameplay terms .. the Rambo films were decent enough but make for horrible mechanics Smile
Note: This is probably the main reason why a majority are against the lock-out consequence as the end result from at least one militia (not naming names) will be in high-sec within 6-8 weeks of it going live regardless of x5 modifier.

The x5 modifier they are operating with now was most likely added because CCP really dislikes having to say "We made a whoopsie" and that is what the "3 plex/hour, 23/7" is in plex mechanics.

What they should try is to come up with a way of making plex spawning player controlled. Addresses your concern about underdogs not being able to make headway before the blob logs on and would be a way to get rid of the DT shuffle once and for all.
The underlying system is already in place (more or less) in that mission plexes are spawned by player action so all that is needed is an additional layer that directs the spawn algorithm .. we have seen the brute force method back when declining FW missions didn't result in penalties.


TBH, I was against the fast flip times but after watching the plex fighting on the map between Gal & Caldari it really does sort of balance things out. I honestly don't plex much but I do keep a eye on the map quite often.

The ability to do fast flips allows Caldari guys to counter Gallente Late EU/US time zone Blobs. Gallentte on the other hand can't out number our guys around the clock which means Caldari guys can blob to fight back in their stronger hours.

No this doesn't result in big battle reports fighting over systems in null sec style, but yes there is a lot of PVP going on in the plexes. In a sense Plexing has sort of turned into a meta game in a way but still space ships get exploded and there is a constant back & forth ownership of some systems creating IMO a very dynamic battle front.

The problem is with the new system it's gonna slow that down and it gonna turn plexing into long fights over systems where the side that can out blob the other the longest will win. I think it will likely turn guys off from the plexing because right now key systems can be a hot bed because everyone knows they can get flipped pretty fast.

The biggest problem with the current system is when added station lock outs it's sort of a death blow to average guys.
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