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Player Features and Ideas Discussion

 
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Faction Warfare Lock-Out timers

First post
Author
Oreb Wing
Last Rites.
#1 - 2012-07-12 04:17:56 UTC
I was listening to a round table discussion about FW plex sites and general imbalances within factional warfare. Of the 12 guests, many well known, there was much talk. Unfortunately it was the usual increase/decrease of already present proponents in the system. A lot of whining from what I think are people that want to turn FW into LP Warfare. Enough of that, though. So here it is: People want conflict drivers, upgraded systems that are not useless because they are so easily flipped, rewards that are more balanced and not crushingly off-set by enormous margins. I sent a mail to Jager, but I'd like some flame from you guys too (I brought plenty of marshmallows for this).

What i'm proposing is a system similar to that of Warhammer Online's Open RvR Objective Capturing system, but with an Eve twist.

Currently introduce an additional timer when an outpost is being taken by the enemy in contested territory, that upon the entry of a defending militia pilot within the radius of the button, a secondary timer ticks away the same amount of time relevant to the Outpost being taken (i.e. 10min timer will begin with a 10min lock-out timer, 20min -->with a 20min lock-out timer, and so on respective of the Minor's to Major's) regardless of how low the effective timer already is. Normal contested button mechanics will remain, except for the new Lock-Out timer that will continue to tick away whether the defender is present or not, he needs only activate it and CAN ONLY activate it if it is being taken or has a contested timer countdown present. Offensive Militia (those attempting to capture the Outpost) will have the respective amount of time on the Lock-Out timer to complete the button countdown within the allotted time-frame given, as the window of opportunity should always be less (in favor) than the Lock-Out timer, which will be otherwise only if the offensive party plays cat and mouse around the button system, removing themselves outside the radius of the button (as things stand now, in which case a player would only avoid conflict until the defending faction gets bored and leaves, only to resume his timer or a zero'd out timer) resulting in the Lock-Out timer elapsing over the button timer.

Proposed Lock-Out Timer mechanic based on lvl of system upgrades.
lvl1 = 1 hour lock out
lvl2 = 2 hour lock out
lvl3 = 3 hour lock out
lvl4 = 4 hour lock out
lvl5 = 5 hour lock out

In the most extreme case, you will have 4 opportunities within each day to wear down a system. Please, no comments about alt spies, i'm pretty sick of hearing it. If someone has an Alt spy instead of a supporting character, they probably need to get a girlfriend. As for the timer, i think it will introduce a very interesting atmosphere for defensive fleets, as upgraded systems would really FEEL like upgraded systems should this be implemented and could actually really become home stations again with a deadly docking/re-shipping advantage and more realistic mission hub, to say nothing of how ferocious the losing faction side could be cornered in a close net of systems. I have seen this (back in the day) work in Warhammer with nearly 90% chance of an incoming enemy defense force.
And if nothing else, perhaps you can give a temporary fleet boost for a defensive cap (likewise lasting for the respective time of the button's worth) that the fleet could carry over to another system. There are plenty of ideas. It doesn't always have to be about nerfs or buffs to current rewards or pesky npc's in what should primarily be a pvp focused arena.


Oreb Wing
Last Rites.
#2 - 2012-07-12 04:18:17 UTC  |  Edited by: Oreb Wing
::reserved:: I said I didn't want to hear about spies, but after some thought, I suppose the whole idea could be exploited by just one guy in two frigates of each faction by merely flying to every site button even briefly to activate the lock-out timers. vov oh well, the only possible mechanic for the lockouts could be having two separate timers, and no longer having the defensive rundown of a partially completed abandoned timer. Let the offensive timer remain with a gradual degradation of a tick loss every 2 seconds. Let both timers freeze countdown on the simultaneous presence of both militias. I originally intended the reserved comment for more ideas I had for FW stations, wanting to keep the button idea to itself. I wanted to add, that the stations themselves should remove half the neutral science slots available and reintroduce them through the upgrade system with an increased amount of slots, available only to the appropriate faction - or we can just make the charges LP instead of ISK to activate the slots too, which I actually like better now that I think on it, as the charge could also scale with system control as well, effectively restricting them for the controlling militia, as the other pilot would not have the valid LP, aside from being locked out. I'll let you guys fill in the blanks on how this would remove afk moochers that use up these faction added slots and cap plexes with ridiculous unarmed fits. I'll end this by saying that I'm aware of how impossible it would be to grind a system down even if you did hit every locked out lvl 5 plex at the end of its timer, so I propose that, together with the benefits of an upgraded system, it should also have a penalty of increased % drop on each button take the higher the system upgrade, with something balanced around making a lvl 4 most reasonable, while dangling the juicy lvl V merits within a vulnerable system. I think that's enough for now. Bring on the rain!!
Grumpymunky
Monkey Steals The Peach
#3 - 2012-07-12 04:46:19 UTC
So many F&I in GD today. Roll

Post with your monkey.

Thread locked due to lack of pants.

ISD Dorrim Barstorlode
ISD Community Communications Liaisons
ISD Alliance
#4 - 2012-07-12 21:26:16 UTC
Moving this from General Discussion to Features and Ideas.

ISD Dorrim Barstorlode

Senior Lead

Community Communication Liaisons (CCLs)

Interstellar Services Department