These forums have been archived and are now read-only.

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

Warfare & Tactics

 
  • Topic is locked indefinitely.
 

More FW changes on SiSi

First post
Author
Andiedeath
We Aim To MisBehave
Wild Geese.
#221 - 2012-05-04 22:26:28 UTC
X Gallentius wrote:
Hans Jagerblitzen wrote:
I also totally agree that with all of the changes on the table for this expansion, the most fair thing to do would be to reset Sov across the board. I've already been talking to CCP about this particular issue.
I respectfully disagree here. Reset + Lockout = well over half the active Gallente and Minmatar militias screwed. If the opposing forces want those systems, they have a little more time to take them back.


Have to agree with most others here Hans. We have all done ALOT of work to secure systems for our Miltias. Reseting is just a CRAZY idea.

Thanks for all your other your support regarding FW changes, they will be a godsend, but yeah just cant agree with your statement.

Director

Sefem Velox

INGAME CHANNEL: Sefem Public

X Gallentius
Black Eagle1
#222 - 2012-05-04 22:26:31 UTC  |  Edited by: X Gallentius
Shalee Lianne wrote:
lol all the Gallente and Minmatar think it's a bad idea to reset Sov after Inferno for FW. Jeeze, wonder why that is.
I told you why. What's the big deal with not reseting?
Andiedeath
We Aim To MisBehave
Wild Geese.
#223 - 2012-05-04 22:31:10 UTC
Shalee Lianne wrote:
lol all the Gallente and Minmatar think it's a bad idea to reset Sov after Inferno for FW. Jeeze, wonder why that is.


If you want space... Start working together and fighting us!

Director

Sefem Velox

INGAME CHANNEL: Sefem Public

Vordak Kallager
Descendance.
GoonSwarm.
#224 - 2012-05-04 23:04:52 UTC
If CCP really decides to go through with this obnoxious full station lock-out, then I really hope they don't decide to reset. Or if they do reset, give a grace period where the systems are reset but the stations don't lock-out yet, for like a week so people who live deep in Amarr-owned systems have a chance to secure their home system so they don't have to move hundreds of ships/assets all across the warzone.

Sa souvraya niende misain ye.

Fleet Warpsujarento
Doomheim
#225 - 2012-05-04 23:19:24 UTC
Reset+lock out would potentially cripple GalMil for days. SOTF, SLAPD and Villore Accords are all primarily based in systems that would be flipped back.
Deen Wispa
Sheriff.
Caldari Tactical Operations Command
#226 - 2012-05-04 23:52:50 UTC
Shalee Lianne wrote:
lol all the Gallente and Minmatar think it's a bad idea to reset Sov after Inferno for FW. Jeeze, wonder why that is.


You cannot win the battle fought on the field until you win the battle that is fought in your mind.

Your proposal of CCP's resetting sovereignty will not fix that which ails your troubled mind, Amarrian soldier

High Five. Yeah! C'est La Eve .

Super Chair
Project Cerberus
Templis CALSF
#227 - 2012-05-05 00:21:45 UTC
Fleet Warpsujarento wrote:
Reset+lock out would potentially cripple GalMil for days. SOTF, SLAPD and Villore Accords are all primarily based in systems that would be flipped back.


SLAPD isn't based in a system that would be "flipped back" since it's been under caldari occupancy for awhile now.


As for the rest of the issue. I think a reset would be pretty gay. Some caldari corps base in gallente systems and some gallente base in caldari systems (some for years now). If this reset is really happening, CCP needs to make a decision now and announce it, and not deal with "maybes". Give FW corps time to move their **** and plan accordingly well in advance.
Susan Black
Ice Fire Warriors
#228 - 2012-05-05 01:27:59 UTC
First of all, I seriously doubt that CCP will reset anything. For them to come in and directly affect player-driven game play in that way would be completely against the very idea of a sandbox.

There have been plenty of controversial and big changes/expansions in the past, with no resets. Part of the sandbox includes planning for and reacting to some of these things.




www.gamerchick.net @gamerchick42

Shalee Lianne
Banana-Republic.
Shadow Cartel
#229 - 2012-05-05 01:36:29 UTC
I'm fine with it not being reset if it takes the same amount of time as it does now to flip a system. But as I understand it, they are DRASTICALLY changing the time it takes to flip a system.

http://amarrian.blogspot.com/  ~ Roleplay blog. http://sovereigntywars.wordpress.com/ ~ Faction War blog.
Oppon's Pull
Caldari Provisions
Caldari State
#230 - 2012-05-05 01:39:28 UTC  |  Edited by: Oppon's Pull
I'm more concerned with the mad rush that the numerically superior / broader tz militias will be able to pull off - flip 7-8 important systems in the week leading up to the Inferno release with a 6 hour flip then laugh as their outnumbered opponents have to spend 40 hours to get them back. Of course this is assuming the global reset does not take place
Kuehnelt
Devoid Privateering
#231 - 2012-05-05 01:39:50 UTC  |  Edited by: Kuehnelt
Julius Foederatus wrote:
Missed the point did we? My point is that you won't have to go 10 jumps just to find someone else to pew because they'll be close by. ... All I see is a lot of whining because people want this to be fight club


Quote:
LP for plexing seems to only be applying to offensive plexing. So if you actually want people to shoot at, you need some reason for people to defensively plex. If you get locked out of station and can't access your stuff, that's a pretty powerful incentive to stop the enemy from running plexes.


No, outside of maybe three systems, it's not an incentive because you don't have anything in that system that you'll be locked out from because you'll have already moved everything. You'll be left with all the same old incentives to defensive plex. If it helps you, don't think of the feature as "station lock-out"; think of it as "everybody mostly stops using the stations for no apparent reason".

Quote:
First of all, alarm clock ops are a result of RF timers


Which, try to keep up, pal, are things you get more of when there are more enemy POSes than there would otherwise be in a region. You spent a whole paragraph above saying "I can't read FW threads"; this is something I've talked about in this thread.

Quote:
What you all are bitching about is that you can't do that with every single system in the FW area, which was unrealistic in the first place.


Like my ship completely disappearing from space after I log out, and like my still being able to jump into Minmatar/Gallente highsec to repair my ship, like highsec itself, like bubbles and bombs magically not working anywhere in lowsec, like my own orbit impairing my ability to shoot a stationary target. It's a game. Because it's a game, you need more than 'realism' as a justification for a change -- especially when you get that same level of 'realism' just as easily with some clever RP. Like, maybe station NPCs are so justifiably terrified of capsuleers that they ignore our fight and we ignore them in a convenient pact made out of band with the war by the respective empires who still want their stations in these areas to be operational. There are obvious real-world parallels.

Meanwhile, because this is still a game, a new feature can positively or negatively affect the game. To learn more about that, stop writing paragraphs that mainly communicate your inability to follow FW threads, and go try to read them.
Susan Black
Ice Fire Warriors
#232 - 2012-05-05 01:44:34 UTC
Julius Foederatus wrote:



I will say that CCP needs to make it so there are diminishing returns for the winning side and increased incentives for the losing side, so that it isn't completely hopeless if one side really does dominate.





Ultimately, the benefits you gain from winning are the incentives. Aren't they? I mean, unless you think there should be incentives to lose...which is kind of silly, if you think about it.

So the 'returns' = the 'incentives', and the act of 'diminishing' these returns ultimately diminishes the incentives as well.

Therefore, aren't you kind of contradicting yourself?

www.gamerchick.net @gamerchick42

Susan Black
Ice Fire Warriors
#233 - 2012-05-05 01:45:45 UTC
Shalee Lianne wrote:
I'm fine with it not being reset if it takes the same amount of time as it does now to flip a system. But as I understand it, they are DRASTICALLY changing the time it takes to flip a system.



They changed taking FW systems before from really long to really short, and did not reset. Was this controversial back then?

www.gamerchick.net @gamerchick42

Julius Foederatus
Federal Navy Academy
Gallente Federation
#234 - 2012-05-05 01:53:24 UTC
We call that formation of a frontline, rather than fighting a guerilla war in systems you already own and the enemy would have no actual hope of flipping. We're making it a little more like warfare, and less like fight club, which I have no problem with. People will have to move their stuff as they lose systems, so they'll actually be worried about different systems as they're forced to move their stuff or move it ever further towards the frontline.

Would those be the poses that almost no one uses right now? Or are you just guessing that POS usage will just magically start happening in FW, even though the population has a proven reticence to do any kind of POS op. In fact, they justifiably hate it. Now you're just creating scenarios and then treating them like they're already real so you can support your argument, since it doesn't have any real evidence to support it.

Here's some real facts that actually exist in the present: FW population is dwindling, players want occupancy to mean something, right now it doesn't mean anything. Station lock outs will make people actually want to participate, unless they want to lose access to their **** or don't want to be in FW anymore, or want to spend hours moving stuff with neutral alts or paying someone else to do it. It's a lot of hassle, and well worth the time put in to actually defensively plex.

Also, when I said it was unrealistic, what I mean was that it's unrealistic to be able to expect to exert some control over every system in the warzone, whether or not you actually care about it. Obviously this is a game about internet spaceships, actual realism doesn't mean ****. However you have to temper your expectations about how much you can impose your will on the enemy without actually doing anything of consequence. If you're not willing to plex for a system, it's unrealistic to expect to be able to reap the benefits from it.
Kuehnelt
Devoid Privateering
#235 - 2012-05-05 01:54:10 UTC
Oppon's Pull wrote:
I'm more concerned with the mad rush that the numerically superior / broader tz militias will be able to pull off - flip 7-8 important systems in the week leading up to the Inferno release with a 6 hour flip then laugh as their outnumbered opponents have to spend 40 hours to get them back.


Yep, this is the specific issue that a reset is just an easy-to-communicate solution for. Flip five systems at 10:00, and then at 12:00 the enemy can have fun doing 5x the requisite plexes to turn things around.

The best solution is an early and unannounced implementation of that specific change. All of the defenses of the last-minute ****-you that people will come up with, will be even more applicable to an early implementation.
Julius Foederatus
Federal Navy Academy
Gallente Federation
#236 - 2012-05-05 01:55:14 UTC  |  Edited by: Julius Foederatus
Susan Black wrote:
Julius Foederatus wrote:



I will say that CCP needs to make it so there are diminishing returns for the winning side and increased incentives for the losing side, so that it isn't completely hopeless if one side really does dominate.





Ultimately, the benefits you gain from winning are the incentives. Aren't they? I mean, unless you think there should be incentives to lose...which is kind of silly, if you think about it.

So the 'returns' = the 'incentives', and the act of 'diminishing' these returns ultimately diminishes the incentives as well.

Therefore, aren't you kind of contradicting yourself?



All I'm talking about is avoiding a positive feedback loop where one side can never recover from losing all their systems. Maybe that will happen organically through increased cost of faction items, but I feel that's more of a numbers issue than something directly tied to the battlefield, and all that corresponds to is the number of people actually selling items, rather than coordinating and working together to fight back.

Put another way, there should be increased incentives for the losing side like better LP, cheaper faction ships, anything that would incentivize them to go out and fight, and the winning side should have either flat rewards or maybe slightly less LP for each of their actions. After thinking on it some more, I prefer the former, since I don't think it's fair to punish people for winning.
Asthariye
Angry Mustellid
#237 - 2012-05-05 02:09:17 UTC
As far as our testing on Sisi has shown so far, there seems to be no LP for defensive plexing, only for offensive. I'm not sure that's enough incentive for the losing side, and it has some issues for the defending side in that it might encourage people to go solo plex in back end of nowhere rather than heavily fought over systems, but it ought to help some for the 'losing' side.
Crosi Wesdo
War and Order
#238 - 2012-05-05 02:47:01 UTC
Im not going to go into any of my reasoning here, since much of it is subconscious.

Flipping a system should prevent the enemy from accessing any friendly militia agent there. But not docking rights.

Perhaps, to justify the non militia agent systems being fought over, the overall number of systems controlled should effect the lp value or rewards from agents or cost from lp store.

Locking people out of stations will obviously slow down small scale pvp, if not kill it as people are faced with multiple jumps to reship. They bring a dessy for a minor plex which takes them 5-6 minutes, but the plex is completed by the enemy before everyone can get back, then they have to fly back to friendly zones to reship into a cruiser or bc for the next plex. Its just ******** on every level to make people do that, and simply introduces an unnecessary and artificial barrier to pvp and gf's. THIS IS NOT DULLSEC SOV-WARS.

Denying access to low sec agents is enough, if caldari take intaki, then that denies me a lucrative agent etc. If they take all of low sec then i have to use poor rewarding high sec agents. Being locked out of stations where i might have 10b+ assets is too much of a nuisance. All that does is make it compulsory for a few unlucky people with jump freighter alts to take days at a time to haul **** from one place to another. That is NOT the kind of game play that should be being encouraged.

I know that FW is the testbed for dullsec changes in the pipeline, but tbh i say **** dullsec. Dullsec empires rise and fall, unless you WANT militias to actually fall then dont set them up for it. Militia warfare should be relatively easily accessible for all without all the bs sov nonsense that dullsec has. Occupancy should have a direct effect on the militias but should not cripple them.
Hrett
The Scope
Gallente Federation
#239 - 2012-05-05 03:55:50 UTC  |  Edited by: Hrett
Like everyone else, I am just spitballing here, but after reading most of the thread, these are my thoughts (which are subject to change on whim or sobriety):

1. I still think sov capping should only lockout station services and agents, but not docking rights. Again, we militia folk cannot control who our 'allies' are, and there are too many chances for griefing by alt-corps. That is the huge difference between us and 0.0, and the difference in docking rights is justified.

2. LP for plexing: I don't think the current SiSi setup is right. It just encourages mostly unskilled alts in unfit Atrons or Condors to go to backwater systems and run buttons. It doesn't encourage actual furtherance of the war effort. FW would be flooded with even more useless plexing alts. Instead, I think both attackers AND defenders should get LP, but ONLY when the system is contested. That will create real conflict systems and 'fronts' where battles will take place. It should be possible, as this is similar to how faction rep is awarded to defenders. People can still earn LP from missions and killing.

3. On the system upgrades, I think PI should benefit in some way for POCO owners and/or PI operators. And as mentioned numerous times before, cyno jammers should be allowed. If they aren't, any sovereignty claims are purely illusory and subject to the whim of 0.0 supercap power blocks. (and again, spitballing here, but how about jump bridges? May be a bad idea...)

4. As fond as I am of the idea of a reset - I don't think it should happen. This would penalize everyone, but especially smaller corps and individuals who have ships spread everywhere. And I think X Gall suggestion about dialing the time to cap back from 5x to 3 or 4x current might be needed.

Regardless, I am glad for the tweaks, and glad that Hans and CCP are on the issue. Even if you dont agree with everything (and I don't) at least be happy they are trying.

Just my opinion.

spaceship, Spaceship, SPACESHIP!

SigmaPi
Ambivalent Inc
Coney Island Ski Club
#240 - 2012-05-05 03:57:36 UTC
Shalee Lianne wrote:
lol all the Gallente and Minmatar think it's a bad idea to reset Sov after Inferno for FW. Jeeze, wonder why that is.


Because we've put in effort and the others havent?