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[Proposal] Faction Warfare incentivization, risk-vs-reward, meta-gaming and general improvement

Author
Zverofaust
Ascetic Virtues
#1 - 2012-04-09 01:54:27 UTC  |  Edited by: Zverofaust
I'm tired of seeing **** posts and ideas about how to improve Faction Warfare so I thought I'd jump on the bandwagon. Yeah, that's right, I said **** and I meant it. No personal offense to those coming up with the ideas -- at least they're bothering to put the time and effort into them rather than bleating about FW being a steaming pile of used acne cream -- but they are **** ideas

A little background, I have been playing this ****** game for 3 years now the vast majority of which I spent in various militias in FW. I have been in them all. I even made a blog once but I stopped giving fucks. I spent the rest of my time as a ****** player in nullsec and have a great interest in the political machinations and meta-gaming of end-game Eve, though I adamantly deny that I even understand a fraction of what's actually going on

So I've come to shine the light of my ideas upon the mouth-breathing denizens of FW in hopes that the merit and testicular fortitude of said ideas will outweigh my hilariously bad reputation and somewhat abrasive and ~edgy~ attitude

Let's begin. There are several overarching themes behind the ideas. These are, essentially

ArrowIncentivization - Currently there is very little incentive for being in FW and almost no reason to make a "career" out of it in which to invest your time. FW missions went a long way to this end but were merely a stopgap, temporary measure

ArrowRisk vs Reward - To counter incentivization, there should be some risk. I'm not talking about Nullsec-levels of risk, where you can find all of your space, assets and money generation gone over the course of a weekend. But currently FW is 100% risk-free PVP and this should change.

ArrowThe FW End-Game and Meta-Gaming - Combining the above two factors in appropriate and interesting ways will make FW far more interesting and, I hope, promote much deeper player involvement in the end and meta-game aspects of FW. Currently, FW has the appeal of a schoolyard ****** slap-fight.

So that all said here are specific proposals and ideas that I feel will bring FW closer to this end, and make the FW experience much more fun in general:


  • More PVP in Highsec! IMHO being in a Militia should above all else mean one thing -- you are in a never-ending war. Currently it is far too easy for Militia members to simply dock up their shitfit PVP ships in their lowsec staging system and make the one or two jumps to highsec and go bearing for a few weeks. Or worse, an entire subsect of the Militia population who have never actually been to Lowsec. This needs to stop; being in the Militia should mean you are subject to unwanted violence anywhere at anytime. To that end I propose that faction NPC military be nerfed beyond recognition. First, they should take an ungainly amount of time to show up when an enemy militia member arrives in system -- upwards of 10 minutes or more if that militia member doesn't shoot anything. If the enemy militia member does aggress a member of the militia whose faction owns that system, then the faction NPCs can show up -- but be blatantly weaker than they currently are. Much of their effectiveness should be relegated to EWAR: Webbing and TPing from Minmatar, Neuting and Tracking Disrupting from Amarr, etc. Their response should also depend on what they're responding to -- faction NPCs should show up in smaller ships if facing a single enemy militia in an interceptor, and larger if they're in a battleship. Overall the idea is to make enemy Highsec a far more lucrative target, but not to the point that it can be exploited so that some dickholes in instacanes can permacamp enemy militia trading hub stations. They should have to **** off eventually.

  • PvE 'plexing to replace ****** orbiting of ****** buttons in space for umpteen minutes, then rinsing and repeating. This is boring unintuitive gameplay. Get rid of it ASAP. Instead, require the player to kill off successive waves of rats followed by a single Big Bad Boss who has a chance of dropping awesome loot, especially in the bigger 'plexes. Also give LP rewards for the killing of these rats, or just straight-up bounties. Make people want to 'plex for reasons other than sov-grinding, like it being a quick way for a noob pilot in a destroyer to make a few million to buy a ship

  • This next idea basically rips Sansha Incursions to make that the primary feature of a FW system changing sovereignty. After however many of the above FW 'plexes are completed a Vulnerable system should go into Incursion mode, with a twist. You'd have a similar "Occupancy Progress Bar" appear on the UI, with either militia having 50% progress at the get-go. The system will fill up with NPC faction military "incursions", each with opposing armadas of faction NPCs duking it out in a cool way. In order to move the Progress bar in their favour, Militias will have to go into these Incursions in fleets and kill all the enemy NPCs. Every completed incursion site brings the system towards their occupancy. This should give a pretty hefty LP reward for the militia members doing the fighting, as well as the potential to drop some cool stuff. The problem here is ensuring that Militias benefit the most if not solely from doing these Incursions as otherwise it may promote other non-militia entities becoming actively involved, so LP reward is the best bet

  • The current Occupancy Bunkers need to go, but they need something to replace them. FW Garrison Outposts. Similar to Nullsec Outposts these are solely owned by the Militia that owns the system. It provides a 100% safe harbour for that militia, with no neutrals and especially no enemy militia being able to dock. The station should provide greatly reduced if not completely free services to the owning militia -- free clones, free repairs, free offices, etc.
Zverofaust
Ascetic Virtues
#2 - 2012-04-09 01:54:37 UTC  |  Edited by: Zverofaust
Continuing...


  • The flipping of a system to enemy occupancy will of course prevent enemy militia from docking and gaining access to their stuff. This change should take effect at the next Downtime after a system has been flipped. This is part of the risk vs reward system. They will still have the ability to jump into a clone in the station, however, and will still be able to contract-firesale their ****. Also, it's not like they can't just keep it in any of the other normal stations in the system -- which will and should not change -- if it's too important for them to ever lose. Also, I personally think that capital ships should blatantly not be allowed to dock in this station ever, for a variety of reasons.

  • This next one has already been proposed by CCP and I like it: Allowing Militia members to donate their LP towards building infastructure in a system. Some of this will be defensive in nature -- such as, perhaps, Cyno Jammers (even if they only affect enemy Militia), an increase in the number of NPC rats spawning in 'plexes in that system, etc. Otherwise there should be a strong "investment" component to this, such as the ability to spend an outrageous amount of LP to invest in upgrading FW agents in that system, seeding NPC markets with cool **** (skillbooks and the few things that are actually left in NPC sell orders), reducing cost of LP store items, providing r&d agents, bonuses for invention jobs, etc etc.

  • Making FW a profession: On both an individualistic and collective (corp/alliance) basis, FW should be more lucrative as a profession. Owning a system should have the potential to bring great wealth benefits to its owners via specific bonuses like aforementioned Agent upgrades, reduced-cost LP stores and so on, and the ability to get good payouts from offensive PvEing via LP rewards from 'plexing and doing FW Incursions. Making FW able to generate a sizable, stable income will go a long way to providing incentive for players to put the sperg-effort into it as you see in Nullsec. Currently there is only one prospect for isk-generation: mission-whoring. These missions are dumb and stupid but I am also dumb and stupid and I made lots of money on them. A combination of massive LP rewards for missioning, LP rewards for 'plexing, LP rewards for system occupancy change "Incursions", and ridiculous tax-breaks and leeway for r&d passive isk generation and low-cost invention jobs, as well as any other money-making endeavours you can throw onto the shitpile, will go a long way.


And that does it. I hope you like.
Zircon Dasher
#3 - 2012-04-09 05:19:20 UTC  |  Edited by: Zircon Dasher
Zverofaust wrote:

ArrowIncentivization - Currently there is very little incentive for being in FW and almost no reason to make a "career" out of it in which to invest your time. FW missions went a long way to this end but were merely a stopgap, temporary measure...........These missions are dumb and stupid but I am also dumb and stupid and I made lots of money on them.


So you made lots of money in FW running missions, but people need more in order to come to FW? Do you think that the datacore move (assuming that the mechanics of datacore harvesting do not change) will bring in lots of people since it is thier passive isk generation device?

Quote:
ArrowRisk vs Reward - But currently FW is 100% risk-free PVP and this should change.


The only way I can think of PVP being risk-free is if there were no consequences to the PVP or the income to loss ratio was greatly decreased (lost more than you make). But as you said, under your proposal people can still keep thier stuff 100% safe in normal stations and income generation would be higher. Where does FW lose its "risk-free PVP" status with your proposal?

Quote:
To that end I propose that faction NPC military be nerfed beyond recognition. First, they should take an ungainly amount of time to show up when an enemy militia member arrives in system -- upwards of 10 minutes or more if that militia member doesn't shoot anything. If the enemy militia member does aggress a member of the militia whose faction owns that system, then the faction NPCs can show up -- but be blatantly weaker than they currently are. Much of their effectiveness should be relegated to EWAR: Webbing and TPing from Minmatar, Neuting and Tracking Disrupting from Amarr, etc. Their response should also depend on what they're responding to -- faction NPCs should show up in smaller ships if facing a single enemy militia in an interceptor, and larger if they're in a battleship.


Would this variety of NPC navy be FW specific? Or would you have all NPC Navy ships follow this paradigm? For example, would a -8.00 sec character not be shot at by the Navy when jumping from low to .7 space?

Nerfing High-sec is never the answer. It is the question. The answer is 'YES'.

Zverofaust
Ascetic Virtues
#4 - 2012-04-09 09:22:24 UTC
Zircon Dasher wrote:
So you made lots of money in FW running missions, but people need more in order to come to FW? Do you think that the datacore move (assuming that the mechanics of datacore harvesting do not change) will bring in lots of people since it is thier passive isk generation device?


Having FW generate more isk "as a profession" will bring more people and hopefully lead to players becoming more invested in those aspects of the game. And yes I'm sure datacore moving to FW will bring people.


Zircon Dasher wrote:
The only way I can think of PVP being risk-free


The way it stands now members of FW can never lose all of their assets, money or ISK generation. All they stand to "risk" is whatever ships they fly into FW fights. This is what I mean by "risk-free" and is in stark contrast to nullsec "life" where everything you know and love can be taken from you.

Zircon Dasher wrote:
But as you said, under your proposal people can still keep thier stuff 100% safe in normal stations and income generation would be higher. Where does FW lose its "risk-free PVP" status with your proposal?


1) "Bringing the war into highsec" will allow enemy militia to prowl the entirety of their space to hunt militia members down wherever they are. I can see entire corps dedicated to permanently living in enemy highsec mission and market hubs.
2) Given that owning a system can bring upgrades to LP payouts for activities in that system, losing said system should be a punch in the stomach to how much money you can make there; such as losing access to datacore generation, having LP payouts for mission agents reduced, losing low-cost manufacturing/invention capability etc.

Zircon Dasher wrote:
Would this variety of NPC navy be FW specific? Or would you have all NPC Navy ships follow this paradigm? For example, would a -8.00 sec character not be shot at by the Navy when jumping from low to .7 space?


Those NPCs already are FW specific and differ from the NPCs that go after lowsec players.
Rimase
#5 - 2012-04-09 11:59:48 UTC  |  Edited by: Rimase
-

Looking to join Caldari Faction Warfare corporation!

Rimase
#6 - 2012-04-09 12:00:29 UTC  |  Edited by: Rimase
Don't be denouncing other ideas. This is a sandbox game, remember, and a human mind capable of pinpointing each causalities is likely to be the most clever-minded, probably autistic EVE player contributing to a better game. For now, the general populace probably isn't autistic being all-awesome with finding solutions for EVE's new future so instead, I guess, they collect multiple stand-out ideas and make a multi-Transformer machine out of them. Lol




(On-Topic)

First, Faction Warfare could be the 'e-sport of EVE' like how DUST 514 gladiator arenas will be the 'e-sport of DUST'. With this in-mind, you set about making this happen whilst, still, effecting and effected by the sandbox game

  • Incentives is very much something that Faction Warfare could benefit from. Free reimbursements of ships with selectable pre-defined Fittings modules for different roles. T1 (Improved) Militia-standards. You do not get advanced ship reimbursements
  • Important: Free incentives must not destabilize the economy

  • Risks you take for being in Militia is being a target of enemy Militia every second. While this may be ever-so incredibly not-so risky, by having the game attract PvPers and focusing battle-locations, that risk increases. The rewards of constant successful battling ought to be some incentive to simply discourage idle Militant players from being do-nothing lamers
  • Basically manipulate risk & reward, and freebie incentives, to focus combat into masses making it an entirely more interesting continuum for everyone

  • End-game faction warfare isn't really entirely necessary as, ideally, you'd be so captivated by the immediacy of never-ending warfare; a persistence requiring so much brain-power and team-work that you'd probably forget end-game as you'd be enjoying yourself so damn much
  • End-game can happen but I doubt it's something urgent. Maybe a whole Empire falling to bits may receive some external support or have been planning a massive Resurgence to reclaim their world (end-game faction warfare reset).


  • FW Garrison Outposts:
    Quote:
    The current Occupancy Bunkers need to go, but they need something to replace them. FW Garrison Outposts. Similar to Nullsec Outposts these are solely owned by the Militia that owns the system. It provides a 100% safe harbour for that militia, with no neutrals and especially no enemy militia being able to dock. The station should provide greatly reduced if not completely free services to the owning militia -- free clones, free repairs, free offices, etc.
    Free services for Militia. This is important to faction warfare and can be merged into the sandbox. CCP dislikes 'trade capitals' and so by bringing-in an idea of Militia effecting local stations would be beautiful. If faction warfare was to send a solarsystem or constellation on full alert, the alert would enforce a 'Faction Warfare Tax' on every sub-sequent market order (after the tax) for Militia to receive free services from stations, and erect & service Garrison Outposts that can be overtaken by enemy. Even an automated NPC 'Militia Cynosural Field' that can be exploited by enemy whilst open-door to an Incursion. Jita 4-4 would be devastated!
  • Holy **** how cool is this idea?!


    ----------------------


    Check me out. I got three posts here:
    https://forums.eveonline.com/default.aspx?g=posts&m=1057819#post1057819

    Looking to join Caldari Faction Warfare corporation!

    Rimase
    #7 - 2012-05-12 17:08:58 UTC
    Bump for awesome.

    Looking to join Caldari Faction Warfare corporation!

    Bluddwolf
    Heimatar Military Industries
    #8 - 2012-05-13 19:05:29 UTC
    I reject the whole notion that EvE has "end game" content. What does that mean in an MMO that has no "end"?

    EvE's strength as a game is based on the fact that our characters never stop evolving, never stop honing their skills, and never have a limit on what direction our characters can go in.

    "End Game" is for those other MMOs that are theme park, linear and quite honestly, too boring to play for more than six to eight months.

    As for the OP and Faction Warfare. I think it is about time that the wars begin to wind down. It has been nine years now. At least break up the secondary alliances. Minima tar can remain at war with Amarr, but drop the standings hit vs. Caldari. Same goes for the other factions as well.

    EVE Online Fan ... Looking for "End Game" since 2006 ... Happily, I still havn't found it

    Rimase
    #9 - 2012-05-14 12:37:07 UTC  |  Edited by: Rimase
    Bluddwolf wrote:
    I reject the whole notion that EvE has "end game" content. What does that mean in an MMO that has no "end"?
    "End Game" is for those other MMOs that are theme park, linear and quite honestly, too boring to play for more than six to eight months.
    By end-game I mean to refer to how EVE's whole Militia population can 'break' the game. With an idea of a totally iterated Faction Warfare in-mind came about how that can be 'broken', and so it'd have to be fixed. The end-game I refer to is an auto-fix of player-influenced extraordinary feats: e.g. defeating the weakened enemy faction that cannot fight back anymore.

    Big accomplishments in EVE always happen.


    Sorry for confusion. What?

    Looking to join Caldari Faction Warfare corporation!