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Coalitions

Author
Trick Novalight
Deep Core Mining Inc.
Caldari State
#1 - 2012-07-31 21:22:15 UTC  |  Edited by: Trick Novalight
Coalitions are a big part of the game. NC., DelkCo, CFC, HBC, SoCo, etc. these groups of Alliances band together for a single purpose, usually for war. No one Corp or Alliance can be on 23/7 to defend, attack, scout, spy, refuel, set timers and all the other great wonderful things that don't go "boom"



Proposal

I propose an in game legitimacy of these Coalitions by having Top Teir (Directors, CEOs) level chats and sharing of standings, as well as POS and JB access coalition wide. This would be for the soul purpose of easing logistic worries and allow for a better top down view for war efforts.

The recent addition of War Tracking can still be confusing at a glance, seeing who's winning, who is on who's side, and by legitimizing Coalitions, a lot of the clutter can be cleaned up to show a better overall glance of how wars are progressing.

Alliances and Corporations would still maintain autonomy and still have to fund their own part of the war. No changes to tags, and no limit to the number of alliances that would be allowed in the Coalition.

The executors of two alliances would be required to form a Coalition, costing 10 billion isk, and an additional 5 billion for each additional alliance that joins the Coalition, with a 50 million/month upkeep fee. There would not be a "Leader" position for the Coalition, all top teir personnel would be equal as no Alliance information that isn't already available would be seen or be able to be changed by anyone not in an Alliance.

Alliances would obviously have to be accepted into the Coalition and would be given the option to bow out of a coalition if they choose within 24 hours of a coalition war dec with no penalty in game other than political ramifications in the metagame. Corporations would not be given a choice. If you don't want to fight, then leave your Alliance.

Once a Coalition is formed, All member alliances would share bookmarks, POS and JB passwords, and a new option on the starmap to show Coalition wide space and JB routes.




I haven't seen this proposed before, so what do you guys think? Any thoughts or suggestions to add are welcome!
A Soporific
Perkone
Caldari State
#2 - 2012-07-31 21:32:27 UTC
What mechanical advantages would there be to this over the current system? I mean, do we really need to add ANOTHER level of governance over Corp and Alliance? I mean, Alliances are important because they have dedicated soverignty mechanics. Would Coalitions have such dedicated mechanics? If not, why make it official?
Gizznitt Malikite
Agony Unleashed
Agony Empire
#3 - 2012-07-31 22:11:59 UTC

No offense, but coalitions are destroying the game... People blue up entire sectors of the map, and then complain about the lack of PvP.

They need to solidify non-invasion pacts, where you blue up with your neighbor only to defend against Sov invasions, but shoot each other the rest of the time....

The best small-to-medium scale PvP happens when you have a dense population, with lots of targets in every direction. Large regions of blues creates stagnant and boring conditions!!! I certainly don't want CCP to enforce that playstyle...
Mechael
Tribal Liberation Distribution and Retail
#4 - 2012-07-31 23:26:26 UTC
Gizznitt Malikite wrote:

No offense, but coalitions are destroying the game... People blue up entire sectors of the map, and then complain about the lack of PvP.

They need to solidify non-invasion pacts, where you blue up with your neighbor only to defend against Sov invasions, but shoot each other the rest of the time....

The best small-to-medium scale PvP happens when you have a dense population, with lots of targets in every direction. Large regions of blues creates stagnant and boring conditions!!! I certainly don't want CCP to enforce that playstyle...


QFT

No more coalitions. Bad, bad coalitions. When you have to jump halfway across the galaxy to find a fight, something is wrong.

Whether or not you win the game matters not.  It's if you bought it.

Astroniomix
School of Applied Knowledge
Caldari State
#5 - 2012-08-01 04:18:28 UTC
Mechael wrote:
Gizznitt Malikite wrote:

No offense, but coalitions are destroying the game... People blue up entire sectors of the map, and then complain about the lack of PvP.

They need to solidify non-invasion pacts, where you blue up with your neighbor only to defend against Sov invasions, but shoot each other the rest of the time....

The best small-to-medium scale PvP happens when you have a dense population, with lots of targets in every direction. Large regions of blues creates stagnant and boring conditions!!! I certainly don't want CCP to enforce that playstyle...


QFT

No more coalitions. Bad, bad coalitions. When you have to jump halfway across the galaxy to find a fight, something is wrong.

Even worse when you find out the other half of the galaxy is empty.

Seriously, the wormhole I live in has a nullsec static, and we haven't gotten a populated system in over a MONTH.
PS: for those that aren't too familiar with how long a wormhole lasts; that's a new nullsec system each day MINIMUM. More if we collapse the hole early.
Trick Novalight
Deep Core Mining Inc.
Caldari State
#6 - 2012-08-01 12:36:18 UTC
So, Instead of legitimizing Coalitions, how about we take it the other direction, and effectively destroy them.

What would you propose to change game mechanics to make it unadvantageous to be blue to so many different alliances/corps?

Upkeep fees for distances to blue systems or number of blue alliances/corps? What about legitimizing Capitol systems with an influence array of some nature where it will project sov influence over a certain number of systems (like say the same range for Jump Cal 5) uses the same sov gains as current for a system (1 month for level 3) but if another alliance (even if they're blue) has one closer or more powerful (ie: your influence array is at level 2, theirs is level 4) it will "over rule" yours, though if there are multiple level 2s and fewer 'higher level" influence arrays for the other alliance/alliances, it'd push your influnce and lower theirs.


Just some ideas.
mxzf
Shovel Bros
#7 - 2012-08-01 12:58:30 UTC
Trick Novalight wrote:
What would you propose to change game mechanics to make it unadvantageous to be blue to so many different alliances/corps?


It doesn't work like that. If you make it disadvantageous to blue people, they'll simply set their allies red and the enemies neutral. Or even have lists of friends and foes. Any artificial system for forcing people to un-blue each other is pretty pointless because there's always ways around it.
Mechael
Tribal Liberation Distribution and Retail
#8 - 2012-08-01 13:14:55 UTC  |  Edited by: Mechael
You can look into the reasons why blueing everyone within range of a few cynos happens. Maybe it has something to do with wanting to keep your space secure from the threat of rampant hot drops? Just a thought. Blink Now, if it were actually difficult to get around, people might not have such a need to blue everyone in every adjacent region.

Removing cynos and jump bridges is one suggestion, and can be argued against. A lot of people don't want to see that happen because of the way alliance-level logistics work. They are very dependent on using jump freighters to import/export with Jita (or other hubs, but mostly Jita.) This also affects your average joe grunt in an alliance because with carrier support we can even ferry fully assembled and rigged battleships right from 1 jump into lowsec (among many other, similar, reasons.) The fact of the matter is that fast-travel makes life so much easier on nullsec alliances, and a lot of people don't want to see it go. If it were feasible for a nullsec alliance to be self-sufficient, able to produce all of its needed ships and equipment right from materials found in their territory, this dependence on high security space could be mitigated.

Now, it still wouldn't be as easy as it is today, because then a nullsec alliance would have to be capable of protecting "civilian" pilots. Someone has to mine the minerals when carting them in from highsec isn't feasible. Someone has to protect the hauler convoy now that you can't just use a jump freighter to move massive volumes of goods around in the relative wink of an eye. It brings a lot more challenges. It could be argued that these challenges would not only make life in nullsec more rewarding (you actually become dependent on your home space beyond a few valuable moons that mostly just sit unattended, and have a need to care for it) but also more fun. "Civilian" ships flying around everywhere, whether mining (ring mining ftw, can't wait for that,) or on a convoy make for excellent small gang targets. There'd just be more activity out there in general.

Of course, it can be argued (and I'm sure a lot of people will argue) that such a change would be terrible. I'm also confident that fast-travel, hot-drop threats, and lack of self-sufficiency is not the only reason why setting your neighbors and your neighbors' neighbors blue is so endemic ... but it's probably the biggest one.

Whether or not you win the game matters not.  It's if you bought it.

Trick Novalight
Deep Core Mining Inc.
Caldari State
#9 - 2012-08-01 13:15:57 UTC
mxzf wrote:
Trick Novalight wrote:
What would you propose to change game mechanics to make it unadvantageous to be blue to so many different alliances/corps?


It doesn't work like that. If you make it disadvantageous to blue people, they'll simply set their allies red and the enemies neutral. Or even have lists of friends and foes. Any artificial system for forcing people to un-blue each other is pretty pointless because there's always ways around it.



I didn't say make it disadvantagous to blue people, I said to make it disadvantagous to blue a large amount of people. TEST and the CFC are well known for bluing everybody and thus a large reason we can blob is because we DO have so many blues willing to fight with us.


If coalitions make things stagnent in 0.0, what about renters? do they not also do the same only as a different form of government?


All I hear from you is "coalitions make 0.0 stagnant, and there's nothing that can be done!!!" well thats why we're in here.

If you don't like them, then what do you think could help limit their power?

My original post wasn't to suppliment the roles of alliances, it was meant to help from a top down view of top teir logistics, and provide a money sink to help limit large groups of alliances from blobing smaller ones (IE: Delve 5)
Gizznitt Malikite
Agony Unleashed
Agony Empire
#10 - 2012-08-01 14:38:07 UTC
Trick Novalight wrote:
mxzf wrote:
Trick Novalight wrote:
What would you propose to change game mechanics to make it unadvantageous to be blue to so many different alliances/corps?


It doesn't work like that. If you make it disadvantageous to blue people, they'll simply set their allies red and the enemies neutral. Or even have lists of friends and foes. Any artificial system for forcing people to un-blue each other is pretty pointless because there's always ways around it.



I didn't say make it disadvantagous to blue people, I said to make it disadvantagous to blue a large amount of people. TEST and the CFC are well known for bluing everybody and thus a large reason we can blob is because we DO have so many blues willing to fight with us.


If coalitions make things stagnent in 0.0, what about renters? do they not also do the same only as a different form of government?


All I hear from you is "coalitions make 0.0 stagnant, and there's nothing that can be done!!!" well thats why we're in here.

If you don't like them, then what do you think could help limit their power?

My original post wasn't to suppliment the roles of alliances, it was meant to help from a top down view of top teir logistics, and provide a money sink to help limit large groups of alliances from blobing smaller ones (IE: Delve 5)


Here's how you limit coalitions:

1.) You incentive shooting your neighbor. When shooting your neighbor is worth more to you than flying through their space unmolested, you will start to limit blues. I'm not sure how to do this in a fair & balanced manner.

2.) You alter sov mechanics, such that system activity plays a role. Do so in a way that the system activity of your friends hurts as much as the system activity of your foes. Sov conquest should entail much more than shooting a big structure with a bigger fleet, but should have a focus on occupying space as well.

3.) Alter the "local chat" omniscient intel tool in a manner that you ONLY get instant and complete intel from your alliance members. Mix up blues & reds intel, such that you can't instantly tell friend from foe the second they come into system (note: there still needs to be a way to gain intel on them, where you can identify friend from foe, it just shouldn't be on such a silver platter... )

Trick Novalight
Deep Core Mining Inc.
Caldari State
#11 - 2012-08-01 15:15:38 UTC
Gizznitt Malikite wrote:
Trick Novalight wrote:
mxzf wrote:
Trick Novalight wrote:
What would you propose to change game mechanics to make it unadvantageous to be blue to so many different alliances/corps?


It doesn't work like that. If you make it disadvantageous to blue people, they'll simply set their allies red and the enemies neutral. Or even have lists of friends and foes. Any artificial system for forcing people to un-blue each other is pretty pointless because there's always ways around it.



I didn't say make it disadvantagous to blue people, I said to make it disadvantagous to blue a large amount of people. TEST and the CFC are well known for bluing everybody and thus a large reason we can blob is because we DO have so many blues willing to fight with us.


If coalitions make things stagnent in 0.0, what about renters? do they not also do the same only as a different form of government?


All I hear from you is "coalitions make 0.0 stagnant, and there's nothing that can be done!!!" well thats why we're in here.

If you don't like them, then what do you think could help limit their power?

My original post wasn't to suppliment the roles of alliances, it was meant to help from a top down view of top teir logistics, and provide a money sink to help limit large groups of alliances from blobing smaller ones (IE: Delve 5)


Here's how you limit coalitions:

1.) You incentive shooting your neighbor. When shooting your neighbor is worth more to you than flying through their space unmolested, you will start to limit blues. I'm not sure how to do this in a fair & balanced manner.

2.) You alter sov mechanics, such that system activity plays a role. Do so in a way that the system activity of your friends hurts as much as the system activity of your foes. Sov conquest should entail much more than shooting a big structure with a bigger fleet, but should have a focus on occupying space as well.

3.) Alter the "local chat" omniscient intel tool in a manner that you ONLY get instant and complete intel from your alliance members. Mix up blues & reds intel, such that you can't instantly tell friend from foe the second they come into system (note: there still needs to be a way to gain intel on them, where you can identify friend from foe, it just shouldn't be on such a silver platter... )


A Soporific
Perkone
Caldari State
#12 - 2012-08-01 15:29:34 UTC
1) How about sov mods interfere with one another? Yours chain, but a sov mod in the next system over that isn't yours hurts the effectiveness of yours by a lot. It's a new mechanic still worth tweaking. Maybe with the added caveat that building/upgrading them is more expensive for each level already present in a neighboring system that isn't yours?

2) I don't know about that one. I would like there to be such a thing as a null sec market hub. How about more rats/ores in higher sov for less blue/neut/red activity? You know a bonus for control rather than a penalty for lack of control that scales to proximity to high sec. I'm all for making null sec more profitable for the rank and file, and wary of anything that penalizes the quality of Null Sec space.

3) This one I'm not fond of. If you have another mechanic then it'll require a module. That module would then become a "must have" item that everyone who goes into null sec has. If everyone has to get something, then why not just make it automatic? Local is more essential the smaller the group your are with is. Changes to local is something that I am simply not comfortable with.

Are there any ideas on how making ship scanning easier? But you litter that view with blues. Like you ALWAYS find EVERY blue, making filtering in crowded systems a hassle.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#13 - 2012-08-01 18:03:37 UTC
A Soporific wrote:
1) How about sov mods interfere with one another? Yours chain, but a sov mod in the next system over that isn't yours hurts the effectiveness of yours by a lot. It's a new mechanic still worth tweaking. Maybe with the added caveat that building/upgrading them is more expensive for each level already present in a neighboring system that isn't yours?

2) I don't know about that one. I would like there to be such a thing as a null sec market hub. How about more rats/ores in higher sov for less blue/neut/red activity? You know a bonus for control rather than a penalty for lack of control that scales to proximity to high sec. I'm all for making null sec more profitable for the rank and file, and wary of anything that penalizes the quality of Null Sec space.

3) This one I'm not fond of. If you have another mechanic then it'll require a module. That module would then become a "must have" item that everyone who goes into null sec has. If everyone has to get something, then why not just make it automatic? Local is more essential the smaller the group your are with is. Changes to local is something that I am simply not comfortable with.

Are there any ideas on how making ship scanning easier? But you litter that view with blues. Like you ALWAYS find EVERY blue, making filtering in crowded systems a hassle.



1.) I want to encourage non-alliance sov next door, not discourage it... Discouraging it will only push people farther apart, which is counter-intuitive to what we want. An incentive to shooting your neighbor would be more along the lines of:
-- Farms and fields that can be raided for profit by your neighbor. It is difficult to create this in a balanced manner, but something along the lines of, raiding your neighbor's farms & fields is a profitable activity, hence raiding becomes a primary income source for the average joe (rather than ratting). This would need lots of refinement and balances, or it wouldn't help anything....
-- Alter stations to earn income based on the industry and market activity. Imagine revamped stations, where the station-holding corp cannot directly deny docking or station services. Instead they collect taxes charged on station services (docking, repair, medical, the Market, etc), which apply to ALL (?non-alliance?) players equally. I'll admit there needs to be a few significant boons to owning a station, but that's for development in some other thread.....
-- Think along the lines of game designs that encourage pilots nearby, especially pilots that you can shoot...

2.) There are many ways to define system activity.... mining, ratting, POS activities, station activities, PI, PvP activity, pilots in space, and on and on... the main reason system activity hasn't been incorporated into Sov warfare is probably because it's fairly ambiguous and hard to balance between the wide variety of player activities. So the current sov system is a plant your flag mechanic, where your flag encourages system activity by the boons it provides. The problem is, planting your flag is all about bringing large numbers, which only encourages large amounts of friends. Don't get me wrong, big fights are good, and should be encouraged, but small fights are also good, and should be encouraged too. In terms of the Sov conquest, the small alliance that continuously fields a 20-30 man fleet all day every day for a week should kick the ever living crap out of a large alliance that only fields a 3000 man fleet for 2 hours once a week. Balancing this is very difficult however, as there are other things to consider: Conquests should not happen overnight, but they shouldn't be dragged on for 3-6 months either. The more vulnerable industry is, the less likely it will be installed (i.e. some system security is a good thing, but too much is a bad thing). This is just a really big balancing act, which is not easy.

3.) A new intel system could come in many different forms... I know what I'd like, but many disagree. A new mechanic does not require a new module, and it can be automatic. Ships (covops) could also be role-bonused for gathering intel too, and fleeting up could be an efficient way to automatically share intel. There are many ideas that would make a wonderful balanced intel system, and there are many horrible ideas that bias intel towards one party or another. I won't disagree with you that an INTEL SYSTEM is essential, that it needs to be balanced between the hunters and the hunted, and that it needs a level of automation to bypass unnecessary tedium, but it certainly doesn't need to be as omniscient as "local chat" currently is!!!

Finally, ship scanning is already too easy in my opinion... I can get a hit on a ship very quickly, especially if I had probes pre-positioned in space. I'm not opposed to a "filter fleet members" or Alliance members option, but the scanning process itself should be slowed down somewhat. Perhaps double the scanning time of combat probes.