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Player Features and Ideas Discussion

 
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FW Benefits for the under dogs - Some Change Ideas

Author
VB Sarge
Revenue Retrievers
#1 - 2012-07-06 01:59:26 UTC
One of the issues I see inside of FW, is lack of a reason to stay with the losing side. Say for instance, you're with Race A, and they are down to 10 systems. Why not switch to Race B, and have an easier time with cashing in your LP?

While yes, some do stay in FW purely for the PvP, the money factor is huge. And anyone denying that, obviously lives under a rock.

How do we change this? Let me count the ways:

I've seen ideas for getting rid of the plexes (you know, where you hop in a nano frig and orbit at 15km for 20 minutes while you read a book and get 1% increase in contention) and going straight to, treating the ihub like a pos or a POCO... I like this idea. It would increase the fighting for systems, and allow a much faster exchange back and forth of system control.

Another idea, is to keep the plexes, however vastly increase the % of contention running each one gives. Instead of a major giving 2%, have it give 7% (just throwing out numbers here) so it takes significantly less time to take over a system. That would mean that people in 1 plex are a much greater threat than they are now.
If we do this, we should increase the reward for running a defensive plex. If a major gives 7%, have a defensive major give 9% and some LP... the fact that defensive plexes now give no LP confuses me. Why would a faction not reward someone for helping keep control of an asset?

I think if we create some reason, for the people on the defensive end to keep up the defense, then it will increase participation in times when one side is dominating the other.

The other large change I think that needs to happen with FW I posted in the section about rat changes.

Thank you, and good fights and fly safe.
VB Sarge
Revenue Retrievers
#2 - 2012-07-06 02:23:43 UTC
The point that I forgot to add is:

There needs to be a disadvantage to holding all of the space...

Such as, the less space you have, the easier it is to take over systems. The more space you have, the harder it is.

Here is an example:

Once you hit 50% or so systems, the gain for running a plex becomes diminished. If you get to 75% of the systems, it becomes severely diminished.

As a rough layout, here would be some suggested numbers:

You hold under 50% of the systems, a major gives 7% Defensive takes 9% back
You hold 50-75% of the systems, a major gives 4% Defensive takes 10% back
You hold 75%+ of the systems a major gives 2% Defensive takes 11% back
*mediums and minors fit in line


The idea here, is that it becomes harder to take systems, the more systems you take. Sort of like the 0.0 Sov mechanic, where it's more expensive the more you have... And it would still be relatively easy, i.e. provide a faster return to the balance, to take systems.

The goal should be a somewhat equilibrium at 50% systems for both sides. Then taking more systems will give the obvious boost (getting to tier 5, etc) and will also be an achievement, as it's harder to do.


If we look at the financial repercussions, we should see something to the effect of, both sides can get Tier 3 with 50% of the systems, Tier 4 would hit at 60%, and Tier 5 would be at about 75% system control. This is a slight skew on what the current mechanic is, however it's not THAT drastic of a change.


I think I covered everything this time.
VB Sarge
Revenue Retrievers
#3 - 2012-07-09 09:05:41 UTC
Another idea, is changing how the ihub works and how the whole system flip is handled.

Right now, people ninja run plexes with no risk, gain some LP, and make the system vulnerable. Then a bunch of small ships spend some time shooting the ihub once it becomes vulnerable, and at downtime, the system flips.

Some of the problems with this, is there is nothing forcing a fight. I feel if we change this, FW will feel a lot better and less half assed. One of the ideas that came up, is change the way the ihub works.

Simply this:
-Once the system is plexed down to vulnerable, the ihub goes into reinforced.
-This timer should be something that is done automatically, without either side able to manipulate it. (i.e. offensive wont always have ihub come out during their chosen time, and defensive can't have it come out when other side is weak)
-Give an adequate time frame, such as 1 hour, where the ihub can be shot. After this time, it acts like a pos shields, able to be repped, or slowly goes up on its own.


This causes a system change to be a big deal. There will be fights to prevent a system from being flipped, or to finish flipping a system. From my experience in FW, this would not benefit one side more than another, as everyone would have ample time to prepare for the ihub fight. Plexers would still get rewards (however this needs changed as well See Here For More) and everyone is happier than they are today.

It is time to put an end to this era of PVE that is supposed to draw PVP, yet fails miserably. Put some risk in with the reward.
Amun Khonsu
School of Applied Knowledge
Caldari State
#4 - 2012-07-12 17:57:47 UTC
Thanks for those thoughts VB.

Certainly, the system needs to be tweeked. I have only recently returned to FW after the new changes gave much greater incentive to holding space creating more PvP opportunities and granting fair LP. So, I have yet to form my thoughts on the issue entirely.

I will add my thumbs up to the notion of greater reward for defensive plexing. Incentivizing people to undock and plex down a system will lead to more PvP opportunity and something I have noticed needs to happen.

When a system goes vulnerable, it would be beneficial to add a 'reinforced' timer to give the opposing force time to form up. Though, Im not married to this idea as I think the current system can be unpredictable and exciting at times.

I like the way you are going with these ideas though. Keep it up :)

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