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Faction Warfare: Moving Forward.....

First post First post
Author
Rodj Blake
PIE Inc.
Khimi Harar
#81 - 2011-10-20 13:32:58 UTC  |  Edited by: Rodj Blake
Arkady Sadik wrote:
CCP Soundwave wrote:
Hey guys

Great feedback in this thread. I'm taking a few notes and getting a few ideas.

One thing we might be able to do very easily is remove the faction NPCs, letting you freely travel in other factions space. How would you guys feel about that change? I've always found it a bit sad that we've isolated FW in low-sec when it could be done on a much larger scale.
I do not like this idea. The high-sec protection is one of the things that makes it possible to be in FW without committing fully to it. Removing this will just mean that corps will leave FW and re-join it when necessary. Don't.

Also, we do not need *more* people camping trade hubs with 10 neutral reppers to make sure they don't lose their precious ship. Don't make FW an attraction to those people. Maybe if you fix that "tactic" first.

Removing faction NPCs from plexes would make sense, though, but it requires something to balance out the "Army of Alts" simply capping plexes. E.g. add a minimum size of ships to cap a plex.

You'd do us all an ENORMOUS favor already, though, if you simply removed the post-DT plex spawning. That alone is simply a turnoff and means I do not even have to bother looking at FW, because I happen to be at work when most important fights take place.


Getting shot at by the Minnie Navy when I go to Rens makes me a sad panda.

But let's face it I'm out to dismantle the Republic, so why wouldn't they shoot me? I'm quite sure that an Israeli soldier wouldn't be welcome guest in the Gaza strip, so I'm not surprised that the red carpet isn't rolled out for me when I go to Minniestan.

Likewise, the thought of the Imperial Navy standing down when a dirty Minmatar terrorist turns up in Sarum Prime makes my blood boil.

So all in all, there should be some sort of NPC response in high-sec space. But maybe there could be a limit to the number of NPCs spawned or a delay in how long it takes for them to respawn after dying, so that it's possible to get a fleet together and raid the enemy without too much interference.

NPCs in complexes? I don't really mind if they stay or go. But if they stay, then they need to be balanced against each other so that it's not easier to defeat or evade one race's NPCs than another's.

Dolce et decorum est pro Imperium mori

Cearain
Plus 10 NV
#82 - 2011-10-20 13:35:14 UTC
CCP Soundwave wrote:
Hey guys

Great feedback in this thread. I'm taking a few notes and getting a few ideas.

One thing we might be able to do very easily is remove the faction NPCs, letting you freely travel in other factions space. How would you guys feel about that change? I've always found it a bit sad that we've isolated FW in low-sec when it could be done on a much larger scale.



I don't feel strongly either way. But one problem is if one side gets a huge numerical advantage over the other then they can camp their base station all the time. Basing out of high sec is a last ditch way to avoid this problem for the outnumbered side.

Maybe have the navys have a slower reaction but come with more and more force to prevent one side getting camped in.

Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815

CCP Soundwave
C C P
C C P Alliance
#83 - 2011-10-20 13:38:21 UTC
Rodj Blake wrote:
Arkady Sadik wrote:
CCP Soundwave wrote:
Hey guys

Great feedback in this thread. I'm taking a few notes and getting a few ideas.

One thing we might be able to do very easily is remove the faction NPCs, letting you freely travel in other factions space. How would you guys feel about that change? I've always found it a bit sad that we've isolated FW in low-sec when it could be done on a much larger scale.
I do not like this idea. The high-sec protection is one of the things that makes it possible to be in FW without committing fully to it. Removing this will just mean that corps will leave FW and re-join it when necessary. Don't.

Also, we do not need *more* people camping trade hubs with 10 neutral reppers to make sure they don't lose their precious ship. Don't make FW an attraction to those people. Maybe if you fix that "tactic" first.

Removing faction NPCs from plexes would make sense, though, but it requires something to balance out the "Army of Alts" simply capping plexes. E.g. add a minimum size of ships to cap a plex.

You'd do us all an ENORMOUS favor already, though, if you simply removed the post-DT plex spawning. That alone is simply a turnoff and means I do not even have to bother looking at FW, because I happen to be at work when most important fights take place.


Getting shot at by the Minnie Navy when I go to Rens makes me a sad panda.

But let's face it I'm out to dismantle the Republic, so why wouldn't they shoot me? I'm quite sure that an Israeli soldier wouldn't be welcome guest in the Gaza strip, so I'm not surprised that the red carpet isn't rolled out for me when I go to Minniestan.

Likewise, the thought of the Imperial Navy standing down when a dirty Minmatar terrorist turns up in Sarum Prime makes my blood boil.

So all in all, there should be some sort of NPC response in high-sec space. But maybe there could be a limit to the number of NPCs spawned or a delay in how long it takes for them to respawn after dying, so that it's possible to get a fleet together and raid the enemy without too much interference.

NPCs in complexes? I don't really mind if they stay or go. But if they stay, then they need to be balanced against each other so that it's not easier to defeat or evade one race's NPCs than another's.


The idea would be that we move away from NPC enforcement and towards player enforcement. That's really how most things should work, but I definitely take the point from people who argue that this might pretty seriously hurt the causal players.
Rodj Blake
PIE Inc.
Khimi Harar
#84 - 2011-10-20 13:44:17 UTC
CCP Soundwave wrote:
Rodj Blake wrote:
Arkady Sadik wrote:
CCP Soundwave wrote:
Hey guys

Great feedback in this thread. I'm taking a few notes and getting a few ideas.

One thing we might be able to do very easily is remove the faction NPCs, letting you freely travel in other factions space. How would you guys feel about that change? I've always found it a bit sad that we've isolated FW in low-sec when it could be done on a much larger scale.
I do not like this idea. The high-sec protection is one of the things that makes it possible to be in FW without committing fully to it. Removing this will just mean that corps will leave FW and re-join it when necessary. Don't.

Also, we do not need *more* people camping trade hubs with 10 neutral reppers to make sure they don't lose their precious ship. Don't make FW an attraction to those people. Maybe if you fix that "tactic" first.

Removing faction NPCs from plexes would make sense, though, but it requires something to balance out the "Army of Alts" simply capping plexes. E.g. add a minimum size of ships to cap a plex.

You'd do us all an ENORMOUS favor already, though, if you simply removed the post-DT plex spawning. That alone is simply a turnoff and means I do not even have to bother looking at FW, because I happen to be at work when most important fights take place.


Getting shot at by the Minnie Navy when I go to Rens makes me a sad panda.

But let's face it I'm out to dismantle the Republic, so why wouldn't they shoot me? I'm quite sure that an Israeli soldier wouldn't be welcome guest in the Gaza strip, so I'm not surprised that the red carpet isn't rolled out for me when I go to Minniestan.

Likewise, the thought of the Imperial Navy standing down when a dirty Minmatar terrorist turns up in Sarum Prime makes my blood boil.

So all in all, there should be some sort of NPC response in high-sec space. But maybe there could be a limit to the number of NPCs spawned or a delay in how long it takes for them to respawn after dying, so that it's possible to get a fleet together and raid the enemy without too much interference.

NPCs in complexes? I don't really mind if they stay or go. But if they stay, then they need to be balanced against each other so that it's not easier to defeat or evade one race's NPCs than another's.


The idea would be that we move away from NPC enforcement and towards player enforcement. That's really how most things should work, but I definitely take the point from people who argue that this might pretty seriously hurt the causal players.



Would this extend to NPCs being spawned if you have -5 faction standing?

Because most players that have been active in FW for any length of time fall into that camp.

Dolce et decorum est pro Imperium mori

Renan Ruivo
Forcas armadas
Brave Collective
#85 - 2011-10-20 13:46:03 UTC
CCP Soundwave wrote:
Rodj Blake wrote:
Arkady Sadik wrote:
CCP Soundwave wrote:
Hey guys

Great feedback in this thread. I'm taking a few notes and getting a few ideas.

One thing we might be able to do very easily is remove the faction NPCs, letting you freely travel in other factions space. How would you guys feel about that change? I've always found it a bit sad that we've isolated FW in low-sec when it could be done on a much larger scale.
I do not like this idea. The high-sec protection is one of the things that makes it possible to be in FW without committing fully to it. Removing this will just mean that corps will leave FW and re-join it when necessary. Don't.

Also, we do not need *more* people camping trade hubs with 10 neutral reppers to make sure they don't lose their precious ship. Don't make FW an attraction to those people. Maybe if you fix that "tactic" first.

Removing faction NPCs from plexes would make sense, though, but it requires something to balance out the "Army of Alts" simply capping plexes. E.g. add a minimum size of ships to cap a plex.

You'd do us all an ENORMOUS favor already, though, if you simply removed the post-DT plex spawning. That alone is simply a turnoff and means I do not even have to bother looking at FW, because I happen to be at work when most important fights take place.


Getting shot at by the Minnie Navy when I go to Rens makes me a sad panda.

But let's face it I'm out to dismantle the Republic, so why wouldn't they shoot me? I'm quite sure that an Israeli soldier wouldn't be welcome guest in the Gaza strip, so I'm not surprised that the red carpet isn't rolled out for me when I go to Minniestan.

Likewise, the thought of the Imperial Navy standing down when a dirty Minmatar terrorist turns up in Sarum Prime makes my blood boil.

So all in all, there should be some sort of NPC response in high-sec space. But maybe there could be a limit to the number of NPCs spawned or a delay in how long it takes for them to respawn after dying, so that it's possible to get a fleet together and raid the enemy without too much interference.

NPCs in complexes? I don't really mind if they stay or go. But if they stay, then they need to be balanced against each other so that it's not easier to defeat or evade one race's NPCs than another's.


The idea would be that we move away from NPC enforcement and towards player enforcement. That's really how most things should work, but I definitely take the point from people who argue that this might pretty seriously hurt the causal players.



You are completely forgetting about the ones who messed up their own faction standings below -5.00 without ever getting enlisted in factional warfare. You take out faction NPC's and suddenly faction standings means nothing unless you're enlisted in a militia. Otherwise you can just screw your own standings in faction missions and not have any penalties.

The world is a community of idiots doing a series of things until it explodes and we all die.

CCP Soundwave
C C P
C C P Alliance
#86 - 2011-10-20 13:49:01 UTC
Rodj Blake wrote:
CCP Soundwave wrote:
Rodj Blake wrote:
Arkady Sadik wrote:
CCP Soundwave wrote:
Hey guys

Great feedback in this thread. I'm taking a few notes and getting a few ideas.

One thing we might be able to do very easily is remove the faction NPCs, letting you freely travel in other factions space. How would you guys feel about that change? I've always found it a bit sad that we've isolated FW in low-sec when it could be done on a much larger scale.
I do not like this idea. The high-sec protection is one of the things that makes it possible to be in FW without committing fully to it. Removing this will just mean that corps will leave FW and re-join it when necessary. Don't.

Also, we do not need *more* people camping trade hubs with 10 neutral reppers to make sure they don't lose their precious ship. Don't make FW an attraction to those people. Maybe if you fix that "tactic" first.

Removing faction NPCs from plexes would make sense, though, but it requires something to balance out the "Army of Alts" simply capping plexes. E.g. add a minimum size of ships to cap a plex.

You'd do us all an ENORMOUS favor already, though, if you simply removed the post-DT plex spawning. That alone is simply a turnoff and means I do not even have to bother looking at FW, because I happen to be at work when most important fights take place.


Getting shot at by the Minnie Navy when I go to Rens makes me a sad panda.

But let's face it I'm out to dismantle the Republic, so why wouldn't they shoot me? I'm quite sure that an Israeli soldier wouldn't be welcome guest in the Gaza strip, so I'm not surprised that the red carpet isn't rolled out for me when I go to Minniestan.

Likewise, the thought of the Imperial Navy standing down when a dirty Minmatar terrorist turns up in Sarum Prime makes my blood boil.

So all in all, there should be some sort of NPC response in high-sec space. But maybe there could be a limit to the number of NPCs spawned or a delay in how long it takes for them to respawn after dying, so that it's possible to get a fleet together and raid the enemy without too much interference.

NPCs in complexes? I don't really mind if they stay or go. But if they stay, then they need to be balanced against each other so that it's not easier to defeat or evade one race's NPCs than another's.


The idea would be that we move away from NPC enforcement and towards player enforcement. That's really how most things should work, but I definitely take the point from people who argue that this might pretty seriously hurt the causal players.



Would this extend to NPCs being spawned if you have -5 faction standing?

Because most players that have been active in FW for any length of time fall into that camp.


Yeah. I think the central part here should be security status when it comes to NPCs interfering. I think the faction standings are a bit arbitrary outside of mission running and related activities.
Aynen
Federal Guard and Recon Corporation
#87 - 2011-10-20 13:58:24 UTC
I was actually thinking about FW changes in a bit of an old west 'landgrab' style.
Currently the FW landscape is quite fixed, and the only way it could be much more dynamic and less 1 empire versus 1 other empire would be in new space.
What I'd do is add a new bunch of wormhole systems that can be claimed for your faction, allowing for a very dynamic battlefield.
These wormhole systems, and the way they connect to eachother would be a bit more map-able than the current wormhole system allowing for more strategic theory crafting to take place. This means that the battlefield, which starts out not owned by anyone, will allow your nabouring system to switch from being an enemy to being a friend to being a different enemy in a matter of days, even if no system changes hands.
Also, it being innitially a land grab with no background information about what systems are 'suppost to' belong to which factions, it is far more freeform than the current system.
Do not, however, use the current wormhole systems for this idea, as you'd get in the way of allready established gameplay.
Things to consider would be (among other things):

-under what circumstance will the overview start working like it does in known space?
-under what cirumstances will sleepers appear in a system, if at all?
-what gameplay can be generated from occupying and keeping a wh system for your faction?
-If you cannot generate missions where you need to travel to a specific wh system due to the changing connections, what mission types would generate pvp action? Placing beacons ,which establish system control, that players can jump to from other wh systems?
-Can wh system control be linked to the ability to access the known space market?
Ynot Eyob
Nisroc Angels
The Obsidian Front - Reborn
#88 - 2011-10-20 13:59:09 UTC  |  Edited by: Ynot Eyob
Dehlandrae wrote:

Another thought that comes to mind is allowing individual capsuleers to join the Militia without the participation of their corporation. They would in effect be similar to National Guardsmen for their Militia. I would be willing to bet that FW would get an influx of players if this were to be allowed.


This I would like to see, that would be awesome. We have so many within our alliance asking about FW. Iv told alot, i belive they should leave their corp for a week or two just to try it and get the exspirance, which they have.

I miss FW from time to time, but as alliance CEO im kind of stuck, a choice iv made ofcause.

Nisroc - Angel of Freedom Nisroc is known as "The Great Eagle".

Hirana Yoshida
Behavioral Affront
#89 - 2011-10-20 14:01:56 UTC
CCP Soundwave wrote:
The idea would be that we move away from NPC enforcement and towards player enforcement. That's really how most things should work, but I definitely take the point from people who argue that this might pretty seriously hurt the causal players.

Easy solution:
- Remove ability to dock in ANY station in enemy high-sec.
- Apply PvP timer (and keep it applied) when entering enemy high-sec (to mitigate log-offski), starts counting down normally once out of enemy high-sec.
- Remove ability to benefit from ganglinks provided by a neutral (friendly militia's only) and/or make them on-grid.

Since cloaks have been 'banned' from enemy high-sec since day 1, this should give you fast raids into border (0.5-0.7) systems and larger incursions (read: RR blobs!) into core systems (0.8+).
Will take a week for the various militias to deploy probers in key systems with regular FW blobs wielding the hammers.

Rodj Blake
PIE Inc.
Khimi Harar
#90 - 2011-10-20 14:03:33 UTC
CCP Soundwave wrote:


Yeah. I think the central part here should be security status when it comes to NPCs interfering. I think the faction standings are a bit arbitrary outside of mission running and related activities.


Whoa, hold on a minute.

Security status is completely different to faction standing, and the NPCs spawned are different too.

If you make negative faction standings meaningless, you do away with a large chunk of what makes Eve great - namely the idea that actions have consequences.

Dolce et decorum est pro Imperium mori

Bengal Bob
Slymsloot Enterprises
#91 - 2011-10-20 14:04:37 UTC
Hmm, low hanging fruit for quick patch?

Plexes:

redistribute the spawning to throughout the day
add more plex variations so noobs in T1 ships can actually compete without Dramiel/Vigilant/Cynabal etc
reward for plexing - ranking would be good for plexers, but missioners shouldn't be included in that ranking system
Change NPC spawns so all of them are equal, and they don't provide too much of an advantage to defenders.
Plexes should not be able to be speed tanked - make it so all NPC have to be dead before timer counts down
Material reward for plexing - LP or random faction ship bp drops from plex NPC

Missions:

These should not be soloable in a SB etc. Stop cloaking in a mission to ensure that there is some element of danger in a FW mission, or remove the gate so warping in can be done quickly.
Make the missions harder - 3 mins to get 25k lp is not exactly balanced.

For gods sake, sort out the map. Activity levels have changed dramatically in FW areas and links between systems and between high and low sec need to change to reflect that.
Minnies need access to high sec around their home areas, and Amarr need better access to low sec. Pretty sure the Gall/Caldari have similar problems.

Also, get a move on. We are losing players daily that have lost hope in FW being fixed.
Kade Jeekin
Masuat'aa Matari
Ushra'Khan
#92 - 2011-10-20 14:06:56 UTC
CCP Soundwave wrote:
The idea would be that we move away from NPC enforcement and towards player enforcement. That's really how most things should work, but I definitely take the point from people who argue that this might pretty seriously hurt the causal players.


The NPC Navies don't enforce, either in their hisec or their complexes, as they don't have warp jammers. They assist the players.

CCP Soundwave wrote:
Yeah. I think the central part here should be security status when it comes to NPCs interfering. I think the faction standings are a bit arbitrary outside of mission running and related activities.


Erm, no. Your proposal would make faction standings more arbitrary. I am part of a lobby that wants to make them more meaningful, not less. In my opinion, Faction standings should work in the same way as alliance standings in nullsec, e.g. locked out of stations and harassed in sovereign space.

NPC navies in faction warfare can blur the distinction between PVE and PVP. Creating interesting and different combat environments. As do complexes. Else it's all going to be Kourmonen/Auga gate camping and station games.
Bloodpetal
Tir Capital Management Group
#93 - 2011-10-20 14:11:16 UTC
CCP Soundwave wrote:


The idea would be that we move away from NPC enforcement and towards player enforcement. That's really how most things should work, but I definitely take the point from people who argue that this might pretty seriously hurt the causal players.



I do like the idea.

I think it's a step in motivation in the right direction for FW. There should be concerns about the safety of "newer" pilots. I think you should consider keeping the FW NPC's in 1.0 high sec space - although Rens is not 1.0 space, someone will setup a hub in the nearest 1.0 space to the war zone (and the warzone will open up as well) for FW pilots to work safely from regularly.

Doing something along those lines would keep some balance to the safety of the zones and be somewhat sensible.


I am also slightly concerned that this change might broaden the "warzone" too much - but it would stop people from sitting in the militia for the hell of it and never actually partaking IN the war.


So, I think this could be a good move, balanced with concerns over security for the FW noobies and the fact that RENs and Amarr will be camped in 24-7...


You really need to reinvent the sovereignty system - please take a look at my thread in Features board for my personal ideas that has many pages of commentary from people you see here as well!

Features & Ideas - FW Redesign Thread

Where I am.

Bloodpetal
Tir Capital Management Group
#94 - 2011-10-20 14:18:04 UTC  |  Edited by: Bloodpetal
CCP Soundwave wrote:


Yeah. I think the central part here should be security status when it comes to NPCs interfering. I think the faction standings are a bit arbitrary outside of mission running and related activities.



Well, I think security status is the wrong way to go. Many militia pilots fraternize with Pyrates! That should have no bearing on what they can enter and assist them or not in an FW plex.


Electus Matari will assist the Minmatar FW pilots, but their pilots run the gamut from high sec status to pure outlaw. So why should they get shot in an FW plex just because they're outlaw? The NPC Ships aren't Concord anyways.


Meanwhile, on the other hand, neutral pilots that have good sec status can go into an FW plex and engage the FW pilot.


Either way, please - listen to us - change the Plexing4Sov and Mission system for FW. Sadly, I don't think there's enough time left to expansion launch to implement this and I'm sure that FW's few minutes in the light for this expansion will get absolutely no actual healthy changes to help NEW PILOTS getting introduced to PVP or EVE - the actual content to make FW quasi-successful requires serious changes to the whole process. I am being cynical here, but FW will simply get a spit polish and shine and then neglected again.


Whatever you do, PLEASE focus on features for NEW PILOTS getting into FW. Many go in, get disenchanted and leave - you lose many potential subscriptions because of FW - I have absolutely no doubts about that.

Where I am.

DeBingJos
Sebiestor Tribe
Minmatar Republic
#95 - 2011-10-20 14:18:06 UTC
Soundwave, can you explaing WHY you want to get rid of the faction Navies?

This will create a much larger combatzone, but do we really need more space to fight in? I think not. The quality of the fights in the existing space should be improved. Quality above quantity. We need more people in FW not more space to fight in!

Ungi maðurinn þekkir reglurnar, en gamli maðurinn þekkir undantekningarnar. The young man knows the rules, but the old man knows the exceptions.

Bienator II
madmen of the skies
#96 - 2011-10-20 14:22:54 UTC
regarding the navy/police NPCs.

can you explain the reasinong behind that?

IMO its a bad idea since it makes all space equal. There is no longer any difference between friendly and enemy space. It was a quite cool property to have some advantage in friendly and disadvantage in enemy space...

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

Rees Noturana
Red Rock Mining Company
#97 - 2011-10-20 14:26:41 UTC
I thought one of the points brought up recently was to make standings matter more, not less.

I agree to removing faction police and navies. If you have bad standings to an empire then let players enforce the law. Say I have -5 to Amarr and I enter their space then I should be flagged as shootable by everyone. Militia should also be automatically flagged as a war target for all to engage. Similar to the smuggling concept where players could be flagged for carrying contraband.

You could make the concept a bit more complicated in that only those with a positive standing to the empire gets kill rights.

I also agree that if you have bad standings to a corp or empire you should be restricted from docking or at least incur fines.

_ _

Rodj Blake
PIE Inc.
Khimi Harar
#98 - 2011-10-20 14:38:11 UTC  |  Edited by: Rodj Blake
Rees Noturana wrote:
I thought one of the points brought up recently was to make standings matter more, not less.

I agree to removing faction police and navies. If you have bad standings to an empire then let players enforce the law. Say I have -5 to Amarr and I enter their space then I should be flagged as shootable by everyone. Militia should also be automatically flagged as a war target for all to engage. Similar to the smuggling concept where players could be flagged for carrying contraband.

You could make the concept a bit more complicated in that only those with a positive standing to the empire gets kill rights.

I also agree that if you have bad standings to a corp or empire you should be restricted from docking or at least incur fines.


Or, how about allowing all those with a +5 from faction x to shoot all those with a -5 from the same faction no matter where they are?

That would be true faction warfare.

Regarding stations, yes, I agree that if you're hated by a faction then you shouldn't be allowed to dock at their stations. But maybe there could be some benefit for high faction standings as well - maybe free repairs or lower sales taxes if you're in a friendly station.

Dolce et decorum est pro Imperium mori

Rees Noturana
Red Rock Mining Company
#99 - 2011-10-20 14:43:33 UTC
Rodj Blake wrote:
Rees Noturana wrote:
I thought one of the points brought up recently was to make standings matter more, not less.

I agree to removing faction police and navies. If you have bad standings to an empire then let players enforce the law. Say I have -5 to Amarr and I enter their space then I should be flagged as shootable by everyone. Militia should also be automatically flagged as a war target for all to engage. Similar to the smuggling concept where players could be flagged for carrying contraband.

You could make the concept a bit more complicated in that only those with a positive standing to the empire gets kill rights.

I also agree that if you have bad standings to a corp or empire you should be restricted from docking or at least incur fines.


Or, how about allowing all those with a +5 from faction x to shoot all those with a -5 from the same faction no matter where they are?

That would be true faction warfare.

Regarding stations, yes, I agree that you're hated by a faction then you shouldn't be allowed to dock at their stations. But maybe there could be some benefit for high faction standings as well - maybe free repairs or lower sales taxes if you're in a friendly station.


There are a lot of ways you could leverage standings, player enforcement and player run "incursions". Allowing for your idea would certainly tick off a lot of mission runners. Not an entirely bad thing but you'd get a lot of rage and tears that way.

Actually, that would put my freighter pilot at risk too...

_ _

Rodj Blake
PIE Inc.
Khimi Harar
#100 - 2011-10-20 14:48:17 UTC
Rees Noturana wrote:
Rodj Blake wrote:
Rees Noturana wrote:
I thought one of the points brought up recently was to make standings matter more, not less.

I agree to removing faction police and navies. If you have bad standings to an empire then let players enforce the law. Say I have -5 to Amarr and I enter their space then I should be flagged as shootable by everyone. Militia should also be automatically flagged as a war target for all to engage. Similar to the smuggling concept where players could be flagged for carrying contraband.

You could make the concept a bit more complicated in that only those with a positive standing to the empire gets kill rights.

I also agree that if you have bad standings to a corp or empire you should be restricted from docking or at least incur fines.


Or, how about allowing all those with a +5 from faction x to shoot all those with a -5 from the same faction no matter where they are?

That would be true faction warfare.

Regarding stations, yes, I agree that you're hated by a faction then you shouldn't be allowed to dock at their stations. But maybe there could be some benefit for high faction standings as well - maybe free repairs or lower sales taxes if you're in a friendly station.


There are a lot of ways you could leverage standings, player enforcement and player run "incursions". Allowing for your idea would certainly tick off a lot of mission runners. Not an entirely bad thing but you'd get a lot of rage and tears that way.

Actually, that would put my freighter pilot at risk too...


It would mean that just about anyone who's ever done a mission for the Gallente or Minmatar could shoot at me, but it's a risk that I'm prepared to take Pirate

Dolce et decorum est pro Imperium mori