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Farms and Fields (0.0 Vision Discussion)

First post
Author
Sidrat Flush
KarmaFleet
#21 - 2012-11-01 10:17:19 UTC
While writing [url=https://forums.eveonline.com/default.aspx?g=posts&t=168355&find=unread]this[/url keeping the aspect of emergent game play in mind, I felt more strongly that CCP wants to keep the current relationship as a status quo.

To wit: Null mini-empires ship their excesses to Empire and pick up the low end materials they need.

It doesn't have to be Jita it just is, that's emergent game play. The players decided Jita was the place to go when the system before that was nerfed.

Empire dwellers for there are many who don't want to do the null sec life no matter how rosy are already there producing as much materials as any alliance can purchase.

Check out the outposts being built on dot-lan. Two from the same alliance in one month, that's pretty good going - are the materials locally produced exclusively? I doubt it. Could it be produced locally? Probably.

Perhaps what null empires need is more softer targets that is required to be anchored and defended to maintain Sov. Like pos's but without the deathstar/sponge pos set ups. Something anchored around planets and or moons that is easy to build (at the alliance level) but has the hit points of a tiny tiny uber small pos. Multiply that so you need to anchor 51% of moons and or planets and it's very easy for a roaming gang to hit.

This won't mean they threaten the sov though.

Okay...

Why should a small roaming gang threaten the sov of an empire?

Okay tie the bonus's to outpost service levels with diminishing returns below 50% coverage.

Sorry rambling.

I don't think CCP wants to cut out Empire so it will have no effect on null alliances.

Its time to stand up against the bad empire based CEO telling falsehoods about what new characters can accomplish and pushing them towards an in game experience of drudgery and loneliness keeping them in the shadow of ignorance for at nest their own profit at worse apathy towards all the experiences that Eve has to offer.

Gizznitt Malikite
Agony Unleashed
Agony Empire
#22 - 2012-11-13 17:28:29 UTC
Saede Riordan wrote:
Mittani.com link

So, after reading the above article, I felt like it was completely and 100% spot on, and that CSM should definitely be bringing up things like this to CCP. I know there was discussion about farms and fields a while back, but has it seen any progress recently?

What is CSM's current take on fixing 0.0 and keeping it fun and vibrant?


I don't know how many of you remember this discussion thread:

Summit Topic - Nullsec Industrialization (aka Farms and Fields).

It had a decent discussion on ways to improve Nullsec that would help with industrialization and also allow pillage-able features..
Nevryn Takis
University of Caille
Gallente Federation
#23 - 2012-11-13 18:36:37 UTC
Hmm.. interesting read..
now I know why (as an industiralist) I have even less desire to move to Null Sec..
What was that about narrow interest groups and perspectives in the opening arguments of the article..
Alekseyev Karrde
Noir.
Shadow Cartel
#24 - 2012-11-14 17:12:35 UTC
Malcanis wrote:
Scatim Helicon wrote:
M1k3y Koontz wrote:
Proclus Diadochu wrote:
Destructible Stations...



...Insert barren wastelands.


Fixed that for you...

Depends on what is meant by 'destructible' since there's a variety of options beyond 'Apply DPS = station is gone'. If CCP screw it up, then yes, you're looking at the depopulation of sov 0.0 since there's even less incentive for anyone to go out there. Do it right, and things get interesting.


Agreed. I am a strong proponent of outpost destruction (specifically of the kind that leaves individual player assets as retrievable), but sov 0.0 needs a habitatability buff before it needs what would effectively be a nerf, even if a valuable, gameplay-enhancing nerf.

Whilst players should have the ability to revert space back to undeveloped wasteland, we really need to have the ability to properly develop space first.

agreed

Alek the Kidnapper, Hero of the CSM

Hans Jagerblitzen
Ice Fire Warriors
#25 - 2012-11-14 22:29:32 UTC  |  Edited by: Hans Jagerblitzen
Sidrat Flush wrote:
I felt more strongly that CCP wants to keep the current relationship as a status quo.

To wit: Null mini-empires ship their excesses to Empire and pick up the low end materials they need.


I don't get the impression CCP wants to maintain any status quo where 0.0 is concerned, I more get the impression that the renewed focus on "spaceship gameplay iterations" as supposed to "Jesus Features" combined with an ambitious project like Dust 514 (Itself, perpetually at risk of being a Jesus Feature) has led to a year+ of attacking low-hanging fruit and procrastination on the real challenges like balancing mining incomes (hell, ALL incomes really) from highsec to lowsec. Same with fixing 0.0 sov, or rebuilding POS's - none of these are easy or fit nice and tidy into a single expansion, and needed some substantial design runway time before work could begin in earnest.

We're beginning to see signs that this runway time is indeed being invested in preparation for 2013, and it looks as if we'll be seeing the more concrete plans at the upcoming winter summit. Whatever CCP presents us with, ending the trend of "iterating on everything BUT eve's most important issues" and knocking out a couple expansions dedicated to these larger-scale efforts is one of CSM7's highest priorities right now in terms of internal messaging.

This is a pretty spot-on article describing the current state of the game, I threw down a few words in the comments because I thought the author would appreciate that we're on the same page with the overall direction things are headed.

http://emergentpatroller.blogspot.com/2012/11/ooc-entry-58-winter-of-our-discontent_14.html

CPM0 Chairman / CSM7 Vice Secretary

Hans Jagerblitzen
Ice Fire Warriors
#26 - 2012-11-14 22:44:54 UTC
Sidrat Flush wrote:

I don't think CCP wants to cut out Empire so it will have no effect on null alliances.


I don't either - but it's critical that 0.0 obtain the ability for players to live and produce out there with a better reward rate that highsec offers, to account for the extra risks involved. Nullsec will remain forever "broken" until there's actual economic incentives (Moon goo doesn't count) for the average player to rat, mine, and build out there as supposed to in Empire space. The lack of this gradient is why no one's moving out to 0.0 in droves, its why the wars are winding down, and its why ironically 0.0 is becoming one of the *safest* places to play the game because there's just so little population to support competition or to provide danger.

There are a number of ways to do this - new POS's are a chance to make non-station refining profitable, or to boost nullsec production rates, ring mining is a chance to create lucrative team-based ground-up income for alliances, even a sovereignty overhaul could address income rates of anomalies just as we've had to adjust things in FW to find the balance that both entices people to participate and to kill each other in the process.

I don't see empire space being cut out of the equation, but to achieve this proper balance some things may have to give, whether its tax rates, fees, slot availabilty, or mission income. These will no doubt be wildly unpopular by highsec residents who value their safety , but the problem right now is that there isn't much sacrificed FOR that safety to begin with. Biting the bullet and forcing players to choose between maximum industrial output and minimal risk isn't going to be easy - and I think its part of why we've seen CCP avoid this necessary next step for over a year now. Time is running out though, and the game will continue to fall into a rut if the hard decisions aren't made in the next pair of expansions for 2013.

CPM0 Chairman / CSM7 Vice Secretary

Rengerel en Distel
#27 - 2012-11-15 22:57:46 UTC
Looking at it from the outside, the lowest hanging fruit seems to be a refining array that allows you to get to 100% refining. Make it require sov, so it's anti-empire, anti-WH and anti-npc null. Empires should be able to build everything locally. Shuffling either their miners or materials back and forth outside their space because of artificial limits is just poor game play.

Once the members are actually in their own space, a lot of the other things can be worked on.

With the increase in shiptoasting, the Report timer needs to be shortened.

Gizznitt Malikite
Agony Unleashed
Agony Empire
#28 - 2012-11-15 23:30:43 UTC  |  Edited by: Gizznitt Malikite
Hans Jagerblitzen wrote:
Sidrat Flush wrote:

I don't think CCP wants to cut out Empire so it will have no effect on null alliances.


I don't either - but it's critical that 0.0 obtain the ability for players to live and produce out there with a better reward rate that highsec offers, to account for the extra risks involved. Nullsec will remain forever "broken" until there's actual economic incentives (Moon goo doesn't count) for the average player to rat, mine, and build out there as supposed to in Empire space. The lack of this gradient is why no one's moving out to 0.0 in droves, its why the wars are winding down, and its why ironically 0.0 is becoming one of the *safest* places to play the game because there's just so little population to support competition or to provide danger.

There are a number of ways to do this - new POS's are a chance to make non-station refining profitable, or to boost nullsec production rates, ring mining is a chance to create lucrative team-based ground-up income for alliances, even a sovereignty overhaul could address income rates of anomalies just as we've had to adjust things in FW to find the balance that both entices people to participate and to kill each other in the process.

I don't see empire space being cut out of the equation, but to achieve this proper balance some things may have to give, whether its tax rates, fees, slot availabilty, or mission income. These will no doubt be wildly unpopular by highsec residents who value their safety , but the problem right now is that there isn't much sacrificed FOR that safety to begin with. Biting the bullet and forcing players to choose between maximum industrial output and minimal risk isn't going to be easy - and I think its part of why we've seen CCP avoid this necessary next step for over a year now. Time is running out though, and the game will continue to fall into a rut if the hard decisions aren't made in the next pair of expansions for 2013.


In truth, I agree that enhancing nullsec industry should be highly encouraged. I could provide a long list of tweaks to encourage nullsec industry, but I'm sure you've heard most of that already. I'd like to devote this comment to two areas: A.) The most broken part of Sov, and B.) Marauder tools / ideas.

A.) The most Broken Part of Sov:
First, I'd like to point out the one area of Sov that is amazingly spot on: Industry and Military Upgrades... These allow anyone to upgrade their space to be profitable and productive to the average-joe member of an alliance. They also required sustained activity to maintain, overall encouraging pilots to be in their space.... Whoever designed these Sov Upgrades deserves a medal!

The Broken aspect of Sov comes from Taking/Defending Sov. There are no small gang targets, there is no benefit for sustained system activity, there is no potential for guerrilla warfare in the Sov system. In EvE, the rebels NEVER win the sov game, and large Coalition, with superior weapons and numbers, crushes any resistance because the rebels can't defend a structure. All SOV conflict centers entirely around big targets, requiring big fleets, that predictably happen on a timer, and when you can't stand toe to toe against your opponent, you lose. Please realize, that big fleets and big battles are a good thing, but the conquering and defending sov should not rely solely on your ability to muster a large fleet. There needs to be a guerrilla element: strategic targets of opportunity that influence the sov game. Now, the average alliance shouldn't necessarily be able to stop the loss of their space to some big coalition, but they should be able to significantly slow down / hinder the process. I think it would also be nice if you could slowly erode the sov of a large group using guerrilla tactics too!

B.) Marauder Tools / Ideas:

In truth, nullsec in general lacks marauder (small to medium gang) targets. Sure, there are ratters and logistics targets, but those pilots have little incentive to fight, and lots of incentive to hide. We need decent marauding mechanics/devices that encourage the locals to fight....

-- The Moon Harvester Deflector. This device allows someone to steal moongoo from a moon harvesting operation. The reason this is good, is that it is small gang oriented (easy to deploy, easy to destroy), it doesn't eliminate nor destroy the moon harvesting operation, it provides a reward to the raider when the locals don't react, and it encourages but doesn't demand the defender to fight back. Unfortunately, there are very few passive farms and fields in EvE (Moon harvesting, datacore farming, and PI extraction are it) that can benefit from devices like this.

-- Another idea: Player Created Incursions. This device allows a Marauder to disrupt PvE activities in a system by introducing system wide incursion penalties (reduced damage, reduced resistances, reduced bounties, etc), encouraging the locals to stop you or suffer. The penalties could be extended to industry, perhaps significantly increase production times. (Note: I think it needs some tweaking from DDD's original proposal, but the underlying idea is really sound).

Both of these ideas don't take from the defenders, but it is often in their interest to come out and play. As CCP enhances nullsec industry, I hope they come up with small-gang (5-20 man) activities aimed at disrupting, rather than destroying, nullsec activities and industry. Note: Definitely still have scorched earth, destroy all activities, but those can be catered to large fleets.
Dersen Lowery
The Scope
#29 - 2012-11-16 04:13:31 UTC  |  Edited by: Dersen Lowery
Hans Jagerblitzen wrote:
I don't see empire space being cut out of the equation, but to achieve this proper balance some things may have to give, whether its tax rates, fees, slot availabilty, or mission income. These will no doubt be wildly unpopular by highsec residents who value their safety , but the problem right now is that there isn't much sacrificed FOR that safety to begin with. Biting the bullet and forcing players to choose between maximum industrial output and minimal risk isn't going to be easy - and I think its part of why we've seen CCP avoid this necessary next step for over a year now. Time is running out though, and the game will continue to fall into a rut if the hard decisions aren't made in the next pair of expansions for 2013.


As far as high sec goes: it's best suited for small, casual corps and people still getting their feet wet and learning the game (not that it's the only place to do either, of course, that's just what it's especially good for). So if it's possible to mine some, mission some, trade some and explore some, and earn a decent enough living to stay in the necessary ships and save up for a shiny thing or two, that's a good baseline. Taxes and fees are the price of life in any empire, and lore says that the empires are wary of giving access to their advanced tech to capsuleers, at least for use in their space (i.e., T1 manufacture should be by far the most available). Factional Warfare would be the obvious exception.

For nullsec, I'm going to guess that the stick of getting rid of mineral compression (or at least, nerfing the heck out of it) combined with the carrot of better access to resources in useful proportions, would go a long way toward making nullsec resource harvesting a real thing. Also, there is no reason why a nullsec or WH resident shouldn't be able to buy research, refining, and manufacturing facilities on par with anything in Empire. The POS tax needs to go, except maybe for small, cheap models.

I'm not as sure what to do with lowsec. Maybe it should be split up into different kinds of space, since it is anyway by factional warfare? I don't think its current role as "that place that's between high sec and null sec" is of any help in establishing an identity for it. But the Empires funding FW would be less hesitant about sharing their military secrets with the capsuleers who are fighting for their cause (i.e., lowsec POSes should be more able to do T2 and T3? manufacturing than is possible in high sec, in addition to capital construction).

The real trick is that farms and fields don't coexist well with war zones. I don't envy the people tasked with untangling that problem.

Proud founder and member of the Belligerent Desirables.

I voted in CSM X!

Saede Riordan
Alexylva Paradox
#30 - 2012-11-16 10:28:29 UTC
Quote:
The Broken aspect of Sov comes from Taking/Defending Sov. There are no small gang targets, there is no benefit for sustained system activity, there is no potential for guerrilla warfare in the Sov system. In EvE, the rebels NEVER win the sov game, and large Coalition, with superior weapons and numbers, crushes any resistance because the rebels can't defend a structure. All SOV conflict centers entirely around big targets, requiring big fleets, that predictably happen on a timer, and when you can't stand toe to toe against your opponent, you lose. Please realize, that big fleets and big battles are a good thing, but the conquering and defending sov should not rely solely on your ability to muster a large fleet. There needs to be a guerrilla element: strategic targets of opportunity that influence the sov game. Now, the average alliance shouldn't necessarily be able to stop the loss of their space to some big coalition, but they should be able to significantly slow down / hinder the process. I think it would also be nice if you could slowly erode the sov of a large group using guerrilla tactics too!


THIS.
THIS THIS THIS THIS.
Nevryn Takis
University of Caille
Gallente Federation
#31 - 2012-11-16 12:39:46 UTC
[quote=Gizznitt MalikiteIn truth, I agree that enhancing nullsec industry should be highly encouraged. I could provide a long list of tweaks to encourage nullsec industry, but I'm sure you've heard most of that already..[/quote]

I haven't .. enlighten me ..

How about miners/industrialists are not cannon fodder to be used as target practice by anyone passing by.. Until there is a significant change in attude by those in 0.0 (and I'll ignore the issues of getting there through low sec) to neutral indistrialists who don't want to be part of some amorphous entity then the majority of them will stay in higsec.
Snow Axe
Republic Military School
Minmatar Republic
#32 - 2012-11-16 12:58:20 UTC  |  Edited by: Snow Axe
Nevryn Takis wrote:
How about miners/industrialists are not cannon fodder to be used as target practice by anyone passing by.. Until there is a significant change in attude by those in 0.0 (and I'll ignore the issues of getting there through low sec) to neutral indistrialists who don't want to be part of some amorphous entity then the majority of them will stay in higsec.


Look at you pretending that mining afk means you get to call yourself an industrialist.

What makes industry not doable in 0.0 has nothing to do with the environment being too dangerous for anonymous highsec publords like yourself, it's to do with a complete lack of possible infrastructure to refine or build (the latter especially). There's plenty of miners and builders and the like who don't wet their pants at the idea of losing their precious pixels that would happily be building in null if it made even the tiniest amount of sense to do it.

"Look any reason why you need to talk like that? I have now reported you. I dont need to listen to your bad tone. If you cant have a grown up conversation then leave the thread["

Gizznitt Malikite
Agony Unleashed
Agony Empire
#33 - 2012-11-16 17:00:22 UTC
Nevryn Takis wrote:
Gizznitt Malikite wrote:
In truth, I agree that enhancing nullsec industry should be highly encouraged. I could provide a long list of tweaks to encourage nullsec industry, but I'm sure you've heard most of that already..


I haven't .. enlighten me ..

How about miners/industrialists are not cannon fodder to be used as target practice by anyone passing by.. Until there is a significant change in attude by those in 0.0 (and I'll ignore the issues of getting there through low sec) to neutral indistrialists who don't want to be part of some amorphous entity then the majority of them will stay in higsec.


Anyone who is in Nullsec is cannon fodder... that's just part of living in nullsec. Like Israeli's, you learn to bunker down when the rockets are incoming, and then go about business after the attack.

You asked for a list, so here you go:

A.) Minerals: Nullsec has great ABC ores, but **** poor sources of basic minerals like Trit, Max, Iso, and Nox. These basic minerals are needed to build everything, and they are needed in large supply. The two common means of acquiring them were Drone Poo (which was removed) and importation. And why bother importing minerals to build some module when you could save time, risk, and logistics costs when you could just import the module?

B.) Moongoo: While the majority of moon-goo is mined from nullsec, the goo in nullsec is not well distributed. Nullsec residences want/need t2 items, which require access to most moon-goo materials. Since there are no local sources, to build those t2 items, one need to again import.... begging the question again, why bother importing goo when you can just import the module?

C.) Refining: Nullsec stations don't have perfect refine rates, like highsec. POS's are even worse.... they are inefficient and SLOW. As mentioned above, a single hulk can out harvest what a single refinery can refine.... This is just bad.

D.) Facilities: Highsec is full of huge industrial systems that have multiple stations, each offering up to 50 S&I slots a piece. The fees for using those stations are negligible, and the abundance of Manufacturing slots makes it trivial to find open lines. In contrast, Nullsec are limited to one station per system, and barely have enough slots to satisfy one serious builder, and definitely can't support even a small industrial corp! This leaves building in POS's, which is risky logistically and strategically, and don't have any serious benefits to help offset these risks and costs.

E.) Markets: Nullsec markets just aren't as robust / thriving. There are less people around to buy your goods (typically only your corp/alliance). There are less people to buy goods from (datacores, moongoo, minerals, PI components, etc). While I personally make tons and tons of t2 modules, ship them to my corp's home system, where I create a nice local market hub, those hubs don't move items all that fast. I ship half of what I build to Amarr or Jita because the local market velocity is easily outpaced by production. FYI: I currently dominate the Amarr FW trade hub of Kamela, where I typically sell modules at Amarr prices, and I still easily outproduce what I sell in terms of t2 items.

In the end, what this non-risk adverse PvP'er / Industrialist wants when producing in nullsec, is the ability to produce at a competitive rate. In other words, building items in nullsec should be cheaper than building them in highsec, such that even with the cost of shipping goods from null to high, I can easily compete with any Jita price.
Nevryn Takis
University of Caille
Gallente Federation
#34 - 2012-11-16 17:52:56 UTC
Snow Axe wrote:
Look at you pretending that mining afk means you get to call yourself an industrialist.

What makes industry not doable in 0.0 has nothing to do with the environment being too dangerous for anonymous highsec publords like yourself, it's to do with a complete lack of possible infrastructure to refine or build (the latter especially). There's plenty of miners and builders and the like who don't wet their pants at the idea of losing their precious pixels that would happily be building in null if it made even the tiniest amount of sense to do it.

yet again a fail assumptiom from Goonswarm .. but then I expect nothing less
wish I actually had the time to afk mine .. but the limited time I have to play EVE doesn't allow it..
As to those other miners and builders, I don't make any assumptions as to why they can afford to lose their expensive pixels, but I do know what I can afford to lose, and excatly the length of time it takes to replace, and the profit margins on what I produce, so that obviously mean in your eyes "I'm not an industrialist"..
Snow Axe
Republic Military School
Minmatar Republic
#35 - 2012-11-16 19:06:54 UTC
Nevryn Takis wrote:
yet again a fail assumptiom from Goonswarm .. but then I expect nothing less
wish I actually had the time to afk mine .. but the limited time I have to play EVE doesn't allow it..
As to those other miners and builders, I don't make any assumptions as to why they can afford to lose their expensive pixels, but I do know what I can afford to lose, and excatly the length of time it takes to replace, and the profit margins on what I produce, so that obviously mean in your eyes "I'm not an industrialist"..


It actually really does, not in the sense that this thread will ever refer to. When we talk about what industrlialists can and cannot do in 0.0, we're talking large scale operations, like along the lines of actually being able to supply a large amount of ships and modules for whatever alliance they're a part of. Self-sufficiency and all that. 0.0 doesn't have the industrial capacity to even attempt to do that, and that's the problem at hand. It's got nothing to do with the risk of being shot at, and it especially doesn't have anything to do with a lack of willing or able builders - I'd be willing to bet that a large portion of successful large-scale building operations in highsec are done by null alts.

Given all of this in combination with your first response to this very real problem being "WELL MAYBE YOU JERKS SHOULDN'T SHOOT NEUTRAL SHIPS", the only "fail assumption" is that you have the faintest idea what any aspect of nullsec life is like, and as such, you should kindly shut the **** up about it.

"Look any reason why you need to talk like that? I have now reported you. I dont need to listen to your bad tone. If you cant have a grown up conversation then leave the thread["

Cearain
Plus 10 NV
#36 - 2012-11-16 22:08:58 UTC
The fact that he is asking for some sort of precise definition of small gang warfare tends to show that he has done very little of it.

"But what exactly it is, besides “not blobs” has always been somewhat fuzzy. This poor conception has plagued 0.0 as people push for changes to favor small-gang warfare without really understanding what it even is. EVE players have defined small-gang warfare merely by numbers for years without truly understanding what it is and what makes it exist. Needless to say, without understanding what it is and what makes it exist, you can’t really improve it."

I may not be able to define obscenity but I know it when I hear it. Same with people who do small gang warfare.

Small gang warfare doesn't need to be improved. It's already great. CCP just needs to create an enviornment that brings it about more frequently. Preferably not in a way that is contrived as with flat out arenas.

However, that said it may be that null sec is not the place for small gang warfare. Perhaps CCP should accept that null sec and offer very different types of gameplay. They should perhaps drop this whole notion that low sec and faction war is a stepping stone to null sec.

The type of player that will have the time and talent to really try to build an empire in this game is very different from the type of player who can have a blast causing trouble and doing some small scale pvp. Recognize the different desires and offer different ways to play instead of trying to accomodate everyone a little bit with every aspect of the game.

Wormholes, npc null sec, sov null sec, high sec, low sec, and fw - just to name a few broad areas can all be different. Not all need to promote small gang pvp. Not all should be geared to huge fleet engagments. Not all should involve pvp that is basically a hunter hunting prey. But each of these pvp styles should have a place where the mechanics naturally result in that sort of pvp.

My own vision would be something like:

Low sec: hunter prey and small gang
Fw: small gang with occassional larger fights
NPC Null sec: not really sure I think ccp could do allot of things here.
Sov null sec: Large fleets some hunter prey that mittani references. But the core of this should be large fleet fights.
Wormholes: hunter prey and some medium sized pos warfare.

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

Gizznitt Malikite
Agony Unleashed
Agony Empire
#37 - 2012-11-17 01:27:23 UTC
Cearain wrote:
Small gang warfare doesn't need to be improved. It's already great. CCP just needs to create an enviornment that brings it about more frequently. Preferably not in a way that is contrived as with flat out arenas.


I agree with a lot of your post, especially the above line.

Cearain wrote:

Low sec: hunter prey and small gang
Fw: small gang with occassional larger fights
NPC Null sec: not really sure I think ccp could do allot of things here.
Sov null sec: Large fleets some hunter prey that mittani references. But the core of this should be large fleet fights.
Wormholes: hunter prey and some medium sized pos warfare.


I disagree with the above statement, but not for reasons you might expect. I don't think the security status has anything to do with small, medium, or large gang fights. I think it is game mechanics that foster they different levels of combat.

For example: POS's and Sov Structures foster Fleet Fights, because they are large-HP structures, sometimes with deadly static defenses, that require a lot of firepower to take down. They also utilize relatively long RF timers that allow large groups to organized large fleets. You find these in every space, and security status has nothing to do with it.

Hunter Prey also happens in every space: From suicide ganks and wardecs in highsec, to Pirates in lowsec, to day-to-day life in nullsec. Any mechanic that encourages people to fly a ship in space encourages this play style, and this is the fundamental impetus for creating small gang PvP.

Ambushing travelers also happens in every space: Different security levels offer different tools for this, but it is still a ubiquitously found. Anytime someone needs to travel from Point A to Point B, their enemies will setup ambushes...

Unfortunately, Small to Medium Gang combat honestly lacks a lot of supportive tools. Medium Gang combat happens, either by escalation of smaller-scale combat, or by simply forming up a medium sized gang and poking around enemy space until you get a response, but there are no mechanics that foster it.

One of the reasons FW has been boosted, is the current System Control encourages individuals to fight.... If you don't fight, you lose the system, and while that's part of the equation, it is not the secret ingredient. The most important, fundamental reason why FW is the center of non-Fleet PvP right now, is because taking a system does not require large fleets. It only takes a couple pilots running the plexes. This sets the groundwork for escalation from solo to small gang to medium gang to bigger fights... The second major ingredient is urgency. Those plexes run on a short timer, creating a need to act now or never. Together, these form a secret recipe for small/medium gang combat that really should be implemented into nullsec too.

As it is right now, Sov-nullsec residents aren't encouraged to start a fight with that hostile medium gang, small gang, or even solo pilot visiting their system. Bring a hostile gang into local, and it's a game of patience. Once the locals get safe after the initial intrusion, the hostile group can't DO anything, because every single nullsec target is a massive EHP structure. As such, the hostiles can only wait, hoping to get a fight, or they can leave. On the other hand, the locals either form up and attack or wait in safety, and there is absolutely no sense of urgency involved.

I'm not suggesting turning Nullsec Sov into a copy/paste form of FW plexing, but I'm strongly advocating the creation of small-scale tools that:

A.) Allow a small group to adversely influence the locals. Adversely influence "can" mean the destruction of stuff, but it could also mean reducing the efficiency of in-system or in-constellation activities (Ratting, Mining, PI, Manufacturing, Research, etc, etc) for a prolonged timeframe. The number of people that are adversely influenced will often be proportional to the size of the ensuing engagement. Disrupt 20 miners from mining, and you'll get a 2 pilot response.... Disrupt 40 ratters from ratting, and you'll get a 15 pilot response.

B.) Induce a sense of urgency, such that the locals need to react fastish. The timescale of urgency will often be proportional to the size of the engagement. Give the locals a 30 minute deadline to act, and they can form up a 20-30 man response gang. Give the locals a 5 minute deadline, and you'll only get a 1-5 pilot response...
Nevryn Takis
University of Caille
Gallente Federation
#38 - 2012-11-17 18:57:23 UTC
Snow Axe wrote:
It actually really does, not in the sense that this thread will ever refer to. When we talk about what industrlialists can and cannot do in 0.0, we're talking large scale operations, like along the lines of actually being able to supply a large amount of ships and modules for whatever alliance they're a part of. Self-sufficiency and all that. 0.0 doesn't have the industrial capacity to even attempt to do that, and that's the problem at hand. It's got nothing to do with the risk of being shot at, and it especially doesn't have anything to do with a lack of willing or able builders - I'd be willing to bet that a large portion of successful large-scale building operations in highsec are done by null alts.

Given all of this in combination with your first response to this very real problem being "WELL MAYBE YOU JERKS SHOULDN'T SHOOT NEUTRAL SHIPS", the only "fail assumption" is that you have the faintest idea what any aspect of nullsec life is like, and as such, you should kindly shut the **** up about it.

Thankyou .. in demonstarting the pervasive linear thought process in relation to 0.0 you explained exactly why 0.0 will never have a large population and exactly why 70% of the player base remains in highsec.
When CCP and the large alliances that dominate 0.0 actaully wake up to the fact that a large portion of the player base don't want to be in an amprphus blob then we'll actually see some movement on this issue. Perhaps you should look at RL and work out exactly why all those small businesses exist.
1 x 100man amorphus corp might be able to supply an alliance but 50 2 man corps might be able to do better and by being neutral would more than likely sell to all sides there by providing the means by which those who wish to engage in blowing each others pixels up can do so.
Trying to force the player base out of highsec has failed time and again, and nothing I've seen so far leeds me to believe it will have any affect on the current status quo.
Snow Axe
Republic Military School
Minmatar Republic
#39 - 2012-11-17 21:45:08 UTC
Nevryn Takis wrote:
Thankyou .. in demonstarting the pervasive linear thought process in relation to 0.0 you explained exactly why 0.0 will never have a large population and exactly why 70% of the player base remains in highsec.
When CCP and the large alliances that dominate 0.0 actaully wake up to the fact that a large portion of the player base don't want to be in an amprphus blob then we'll actually see some movement on this issue. Perhaps you should look at RL and work out exactly why all those small businesses exist.
1 x 100man amorphus corp might be able to supply an alliance but 50 2 man corps might be able to do better and by being neutral would more than likely sell to all sides there by providing the means by which those who wish to engage in blowing each others pixels up can do so.
Trying to force the player base out of highsec has failed time and again, and nothing I've seen so far leeds me to believe it will have any affect on the current status quo.


http://www.youtube.com/watch?v=5hfYJsQAhl0

"Look any reason why you need to talk like that? I have now reported you. I dont need to listen to your bad tone. If you cant have a grown up conversation then leave the thread["

Cearain
Plus 10 NV
#40 - 2012-11-18 01:52:48 UTC
@Gizznitt

A few thoughts

You are right that the ideas don't need to be sec status related. But the different features make them more likely picks for different styles of play. No local in worm hole combined with very valuable items makes it work well for hunter prey dynamic. The fact that you need to live out of a pos (a destructable item) also lends itself to fleets but they aren't too big due to size restrictions.

Low sec has lots of stations. And they were traditionally open to anyone to dock in. Plus you didn't have to worry about bubbles on your undock so you didn't have to team up with larger player entities. You could easilly do it alone or with a small group.


These are just some examples. Its not so much that each security area of space must only attract one type of pvp. But each mechanic in that space will need to work within those restictions. The mechanics as they further develop should try to promote a certain type of pvp instead of trying to confuse them all.

Lets just look at what ccp did with faction war and you will see why they are sort of all over the place.

Its low sec and good for people who aren't interested in politics. But then they decide to add station lockouts. They also took this idea of being able to "farm" your systems and added lp for defensive plexing. Why anyone would want a mechanic to have the vision of a farm and field is beyond me. But I see lots of people like it. So do it. But please don't make all of eve farms and fields.

CCP doesn't seem to distinguish this hunter prey pvp from any other sort of pvp we would get in fw. Thats why they decided to make it so that people who enter a fw plex land closer to the occupant. This is to create gank opportunities. But plexing should not be a system where the person running the plex is like a mission runner/merchant and the person coming in is the pirate. It should be warfare where the sides either choose to fight for the objective or decide they need to withdraw. There are plenty of things ccp could do to create more pvp within that different way of thinking. The most obvious would be alerting the militia where complexes are being attacked. But instead they stick with this hunting and prey theme and force people to roam around hunting for a target.

So now Faction war sov war is a bit hunter prey and a bit null sec farms and fields. But its not what faction war players want. A source of frequent quality pvp. Sure compared to other areas of eve it is. But it always was - ccp didn't do anything to improve on that. They are just sort of stumbling around.

Bottom line is ccp shouldn't attempt to have every mechanic sorat generate every different type of pvp and therefore all sort of fail. They should do a good job and get distinct types of pvp and add variety to the universe.

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

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