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Faction Warfare: Moving Forward.....

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Author
Apollo Gabriel
Kill'em all. Let Bob sort'em out.
Ushra'Khan
#101 - 2011-10-20 14:50:20 UTC
I am sure they'll add in all the ideas they presented at last year's fan fest :(
Always ... Never ... Forget to check your references.   Peace out Zulu! Hope you land well!
Cearain
Plus 10 NV
#102 - 2011-10-20 14:51:42 UTC
Dr Mercy wrote:
CCP Soundwave wrote:
Goodwill George wrote:
What about using the Incursion mechanics for player incursions? Attackers win, then system loses sec status. System goes below 0.0 then they win the system.

Sec status of gained and held system would slowly increase over time, as long as they're not successfully attacked.


That would be our long term thought. Deadline for the winter patch is coming up though, so I'm trying to grab smaller stuff.


For me, there are several smaller improvements that would entice me back to FW:

* Removal of NPC's from Plexes. The racial EWARs are not balanced - Caldari jamming is not balanced by Gallente lock range nerfing.
* Plex spawn mechanics becoming independent on DT
* No more losing Factional standing when repping a -5 or GCC FW mate.
* No more losing Factional standing when a FW mate dies in your bubble when roaming nullsec
* Occupancy starts to mean something
- possible change to FW mission income based on occupancy, either at the global level or system level (nerf or boost)
- no docking rights, or substantial docking fee
- access to, or cost of, station services.
- market tax breaks?
* some alert system for plexes being run by the enemy. If they are supposed to encourage and enable PVP, then please give us the intel required to engage the enemy!



I think this post offers changes that we are "pretty much" in agreement on and seem to be fairly easy to implement.

I would add that we should see allied militia the same way we see our own militia as another potential easy change.

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

Hans Jagerblitzen
Ice Fire Warriors
#103 - 2011-10-20 15:04:16 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.


Oh man, so many great suggestions since I last checked in! Soundwave, great to have you back in the discussion. I'm thrilled to have you involved, and that you share (most of our) sentiments that there are some "easy" fixes (at least for those who don't understand the complexities of programming) that can be tackled in time for Winter, even if there's some equally great ideas that are more expansive in scope and may require more significant development time.

As for this suggestion, its an intriguing one. My only hesitation about this is that it kills the awesomeness when one of our corpmates assasinates WT's in highsec between enemy lines despite the NPC police. :) That aside, removing faction police certain expands the scope of the war, and brings new strategic objectives into the game. Being able to have the Amarr camp Rens, or the Minmatar invade Sarum Prime, could make for some exciting storytelling, and allow the factions to have more economic angles for where and when fleets are deployed.

It could also be a royal pain in the ass, and deter new players as well who enjoy being safe in highsec some of the time, while openly able to dabble in lowsec PvP in a more structured environment, with lots of friendly support. I guess we'll have to see where the feedback falls - this is definitely a double-edged sword though.

Personally, I think its better to focus on improving the elements that deter people from engaging in FW in the first place - we simply HAVE to get the involvement numbers up again. If you take current participation levels into account, and than spread them across highsec, I think you're stretching the active militia too thin. If we fix some standings issues, give players better rewards / objectives and incentives to come play for a faction, and we see a spike in militia enrollment, THAN i think its time to see the warzone expanded.

CPM0 Chairman / CSM7 Vice Secretary

Hans Jagerblitzen
Ice Fire Warriors
#104 - 2011-10-20 15:15:08 UTC  |  Edited by: Hans Jagerblitzen
Vordak Kallager wrote:
I'm not sure if this has been mentioned yet, but...

PIRATE Faction Ships should count as TECH TWO, not TECH ONE, in regards to the Combat Plex Acceleration Gate Restrictions.

This is a serious damper for newer players as they really have no chance of competing with a Cynabal/Dramiel/Daredevil/Vigilant/Etc in these kinds of plexes when they are limited to tech one ships.

I feel this would significantly improve the quality of small scale plex fights without overhauling the entire plexing mechanic (which is a whole different issue that also needs to be looked at).

I can't imagine this being a long and costly fix to develop, either.


QFT - Killer suggestion, Vordak.

This is EXCELLENT on multiple levels - first off, it restores fairness to the plexing system and its original design intent - providing makeshift arenas where newer players can engage in PvP without being overwhelmed.

Secondly, it address the OMGNERFTHEDRAMPLZ complaints most players have across the entire game when it comes to ship balancing. Many players are upset that Assault ships, interceptors, are effectively outdated in terms of dogfighting, since certain pirate ships are simply a best choice in the hands of a competent pilot.

Locking dramiels/cynabals out of plexes (even if it means blocking assaults and inty's as well) gives players who aren't even involved in FW an incentive to enlist. I'm absolutely certain there are players interested in PvPing in ships other than the flavor of the month, and even if it means mixed tech 1 gangs, I'm sure this is seen as a more fun (and extremely cost effective) way to get your PvP fix without worrying about "Keeping up with the Joneses".

Players everywhere may come back to FW if there is incentives to actually plex (some sov changes, or greater impact from actually owning a system for your faction) combined with "Dramiel-free zoning" where they can test their skills without relying on a gimmick ship.

EDIT - also, I think this still refers to Pirate ships in particular - Obviously we still want the militia to be able to use militia hardware. Stripping the pirates out of the equation elevates faction ships to being top dog in the plex, meaning you'll see more militia flying militia hardware, and this is just fun for immersion/RP sake if nothing else.

CPM0 Chairman / CSM7 Vice Secretary

Tsubutai
Perkone
Caldari State
#105 - 2011-10-20 15:25:12 UTC  |  Edited by: Tsubutai
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.

As an outlaw, I endorse this proposal. :3

edit:

Jowen Datloran wrote:
I think it is a darn shame that because super caps need to be able to enter low sec to travel from one location to another without having to spend a day on the process (a reasonable demand), all content and warfare in low sec have to be adjusted to the presence of these ships.

How exactly would it be bad for the game if it were made harder for supercaps to move from one end of the universe to the other?
Piar Stolpien
#106 - 2011-10-20 15:52:05 UTC
Ok, quick idea from someone who doesn't do FW. (Note to self: Gotta get around to try it someday..) And no, it's (probably) not low-hanging fruit.

Would it be feasible to keep faction navy NPCs, but instead of a constant presence/auto-response type of thing, it could be influenced by players? Meaning; the server keeps track of where the NPC navy fleets are currently located, and the FW players can send in intel reports and requests for backup.

Example: There is an Amarr FW gang headed for minnie highsec system X. While travelling, several players spot them and sends in intel reports to minnie NPC HQ. The number of reports recieved causes NPC HQ to relocate forces to system X. When the Amarr gang tries to gank a lone minnie FW player in system X, he can call for backup, and the NPC forces will be able to respond very quick since they are already in that system.
Meanwhile; Another Amarr FW gang manages to slip nearly undetected into minnie highsec system Y, some distance away from system X. When they attack minnie FW players in system Y, they can still call for NPC backup, but since the nearest NPC forces are in system X, it will take a long time for help to arrive.
The server would of course have to do some weighting of incoming reports based on number of reports, reported number of enemy forces and rank of the players who sends them. Possibly also take into account how deep into highsec the enemy is.

The point of all this would be to maintain a NPC presence/protection in highsec, while providing the opportunity to make raids and decoy operations, and rewarding hit-and-run type ops in highsec.

As I said, I don't do FW myself, just thought of this just now after reading some of these posts and thought I'd trow it out there. :-)
mkint
#107 - 2011-10-20 16:07:31 UTC
Hans Jagerblitzen 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.


Oh man, so many great suggestions since I last checked in! Soundwave, great to have you back in the discussion. I'm thrilled to have you involved, and that you share (most of our) sentiments that there are some "easy" fixes (at least for those who don't understand the complexities of programming) that can be tackled in time for Winter, even if there's some equally great ideas that are more expansive in scope and may require more significant development time.

As for this suggestion, its an intriguing one. My only hesitation about this is that it kills the awesomeness when one of our corpmates assasinates WT's in highsec between enemy lines despite the NPC police. :) That aside, removing faction police certain expands the scope of the war, and brings new strategic objectives into the game. Being able to have the Amarr camp Rens, or the Minmatar invade Sarum Prime, could make for some exciting storytelling, and allow the factions to have more economic angles for where and when fleets are deployed.

It could also be a royal pain in the ass, and deter new players as well who enjoy being safe in highsec some of the time, while openly able to dabble in lowsec PvP in a more structured environment, with lots of friendly support. I guess we'll have to see where the feedback falls - this is definitely a double-edged sword though.

Personally, I think its better to focus on improving the elements that deter people from engaging in FW in the first place - we simply HAVE to get the involvement numbers up again. If you take current participation levels into account, and than spread them across highsec, I think you're stretching the active militia too thin. If we fix some standings issues, give players better rewards / objectives and incentives to come play for a faction, and we see a spike in militia enrollment, THAN i think its time to see the warzone expanded.


I'm not a FWer, so take the following with a grain of salt.

The counter argument for removing highsec navies is solid. I'd say the argument FOR removing highsec navies is not entirely solid.

Why bother to camp any highsec trade hubs when they could just :go to jita:? Maybe leaving NPCs in border systems (maybe based on sec status) would help create something of a territorial barrier (along with buffing the NPCs so the difficulty of crossing borders is not changed,) as long as every faction border is plugged.

I'm not sure exactly what the advantages are to removing the faction NPCs except to try to compete with RvB. I don't think FW should be trying to do that. I think FW should be enticing enough on it's own to draw sufficient numbers.

That said, the only reason I have not joined FW up to this point is that I have not wanted to drop my corp. That's a pretty massive deal breaker for me. I've seen the suggestion in this thread to make FW more like a PVP flag instead of needing to join a FW corp. I would definitely take it a step further by making sure people who flag for FW instead of join FW fully don't get the LP discounts FWers get (FWers get 50% discounts yes? As posted in a dev blog a couple years ago? I haven't checked because I never joined myself.) There should be an enticing reason for flagging for FW, but that shouldn't nullify the reason for joining fully.

Maxim 6. If violence wasn’t your last resort, you failed to resort to enough of it.

Meeogi
Terminal Tackle
#108 - 2011-10-20 16:38:59 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.



YES YES YES YES ...This is a fantastic Idea. I have had some of my best fights in FW .. cruising through 0.0 and seeing an opposing side...... across the universe, from fw zones.

Ney Sayers, to opening it up...are just thinking of their personal farming/ missioning..and not the larger picture. .. and that is indeed part of the problem. Guys farm with zero risk .... ignore FW... then when they have PLENTY of isk to burn ..they jump in.

Having bad guys about.... will get people interested in intel, for self preservation.... and I think epic fights would come from this. Angling off of selfishness and greed is the way to go....best way to get help when being attacked? " I cant blow up chelm..can some one help?


If this is implemented..and I Pray that it will be... You will actually get a use for constilation chat. But the people that can use it will be for the factions space they are in.

So you would have militia chat.... and then a localized constilation intel. channel. Just like we do in null sec. SERIOUSLY COOL and we already have it...but its never used.



RougeOperator
Sebiestor Tribe
Minmatar Republic
#109 - 2011-10-20 16:43:15 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.



make this happen

Spread the carnage out so more people can get awareness of FW.

And it will make some of the High Sec carebears see that there is more then just running missions to play with in EvE

And it will finally make afk Miners in FW corps have to pay attention to local

**Space wizards are real, they can make 10058 votes vanish. "and for a moment i hurd 10k goons cry out, then silence" **

Hirana Yoshida
Behavioral Affront
#110 - 2011-10-20 16:57:16 UTC
Problem with making direct comparisons with null is "bystanders". It is easy enough to know whats what in null if you keep the blue list up to date (NBSI) whereas it is quite impossible to do the same in high-sec/low-sec .. especially since a lot of fight changing support can be given without ever leaving a NPC corp..

Joining FW as an individual without having to leave corp .. WTF!?! What the hell kind of non-committal WoW battlegrounds crap is that supposed to be?
That is exactly what is wrong with large portions of Eve at present, you can "do ****" without ever committing anything .. war of any scale should NOT be something you can do in in the lunch break you have from your day-job. We need more (and harsher) consequences to waging wars not less, people should have to consider going to war as a last resort and not as the easiest solution to any problem .. something to so with a few hours to burn (lol-SC blobs ganking Sov structures) ..

Stop trying to cater to kindergarten customers, they are not supposed to play internet-spaceships to begin with so you might as well stop it!
mkint
#111 - 2011-10-20 17:15:04 UTC
Hirana Yoshida wrote:
Problem with making direct comparisons with null is "bystanders". It is easy enough to know whats what in null if you keep the blue list up to date (NBSI) whereas it is quite impossible to do the same in high-sec/low-sec .. especially since a lot of fight changing support can be given without ever leaving a NPC corp..

Joining FW as an individual without having to leave corp .. WTF!?! What the hell kind of non-committal WoW battlegrounds crap is that supposed to be?
That is exactly what is wrong with large portions of Eve at present, you can "do ****" without ever committing anything .. war of any scale should NOT be something you can do in in the lunch break you have from your day-job. We need more (and harsher) consequences to waging wars not less, people should have to consider going to war as a last resort and not as the easiest solution to any problem .. something to so with a few hours to burn (lol-SC blobs ganking Sov structures) ..

Stop trying to cater to kindergarten customers, they are not supposed to play internet-spaceships to begin with so you might as well stop it!

So you're in the "FW should die" crowd. Got it.

I'm in the "FW should thrive" crowd. To get FW to thrive, people need to see reasons to join. To get exposure up, people need to get some form of tasty "samples." Once they've gotten their tasty samples and want the full thing, then they can decide if they want the full thing.

People are already committed to their corps. They aren't going to drop that commitment to commit to fling with some random strangers who, knowing EVE, are probably self-superior douchebags (one of the things I've always heard about FW is that people are always douchebags to their own FW mates if they are not in the same corp.) That is the #1 reason why I have not joined FW, and I guarantee there are hundreds, if not thousands of others who feel the same. Broken mechanics and the general pointlessness of it all might make it hard to stick around or to fully commit, but it's not what stops people from joining.

Maxim 6. If violence wasn’t your last resort, you failed to resort to enough of it.

Degnar Oskold
Moira.
#112 - 2011-10-20 17:34:18 UTC
The problem with removing NPC navies altogether is that it risks alienating FW players by making the trade hubs they rely on permanently inaccessible.

Another solution could be to have NPC navies triggered by the entry of FW enemy players into a system. A Navy spawn would be trigged between 0 and 10 minutes of entry (randomised so you don't know what to expect), and would then remain in system for 20-60 minutes (randomised again). The speed of a navy spawn appearing and then leaving would be higher depending on the sec status of the system.
Lugalzagezi666
#113 - 2011-10-20 17:45:52 UTC
Removing faction navy will mean, that everything except pvp will have to be done with alt outside fw. So there will be no miners, no haulers, no tax avoiding missionrunners etc. left to play with.

Shalee Lianne
Banana-Republic.
Shadow Cartel
#114 - 2011-10-20 17:54:35 UTC  |  Edited by: Shalee Lianne
I very much dislike the idea of removing the Navy from high sec. That is not going to open up faction war, that's just going to cause a lot of station camping in the main market hubs. That is a quick fix we do not need.

Anyhow, we already go to the enemy high sec systems, nano gang anyone? It's much more fun to catch someone unaware in high sec now when they aren't expecting it.

The war zone is big enough, we have tons of systems that's technically a part of our war zone but they see very little action because no one cares to go there. What's the point? You have a handful of hardline plexers but that is it. Make plexing worthwhile and then you'll see use of the war zone that we already have.

How about a super stargate? How about a few of them spread around our war zones that only militias can use, one's that will jump you into our allies systems. We could make more use of allies if we didn't have to fly 25 jumps to get there to help each other out.

Another thing could be some kind of news blurb in the main market hubs local channels about what their militia's have accomplished, ie, Amarr Militia has captured Ezzara, etc.

Most everyone will agree that supers do more harm than good. Make it so that they are able to jump into systems to travel if need be, but all of their mods/drones deactivate.

Also I agree with all of the other recommendations everyone else has posted.
http://amarrian.blogspot.com/  ~ Roleplay blog. http://sovereigntywars.wordpress.com/ ~ Faction War blog.
Rodj Blake
PIE Inc.
Khimi Harar
#115 - 2011-10-20 18:00:55 UTC
Lugalzagezi666 wrote:
Removing faction navy will mean, that everything except pvp will have to be done with alt outside fw. So there will be no miners, no haulers, no tax avoiding missionrunners etc. left to play with.



That is a very good point

Dolce et decorum est pro Imperium mori

Rodj Blake
PIE Inc.
Khimi Harar
#116 - 2011-10-20 18:02:53 UTC
Shalee Lianne wrote:


Most everyone will agree that supers do more harm than good. Make it so that they are able to jump into systems to travel if need be, but all of their mods/drones deactivate.


Hopefully the incoming SC nerf will limit their usefulness without making this neccessary.

Dolce et decorum est pro Imperium mori

MotherMoon
Tribal Liberation Force
Minmatar Republic
#117 - 2011-10-20 18:05:50 UTC  |  Edited by: MotherMoon
If being in FW doesn't feel like the NPCs are current at war, and your in a war zone, then you will have completely missed the point, again,

THIS IS NOT A CAPSULEER WAR.This is a war between fations, that we are taking part in. This is not player verus player. And the sooner you figure out that any good game in the past 6 years that's had this sort of set up worked like this, the better.


Even new games, like SPAZ under stand this. With epic huge space battles happening between factions, and you can join in those battles. Use your skill to help one side or the other. It's fun ccp, something your game desperately needs.

edit: you said you were going to add more in space events to make the game world seem more alive. what better way then making space feel like an active battleground.

http://dl.eve-files.com/media/1206/scimi.jpg

Hans Jagerblitzen
Ice Fire Warriors
#118 - 2011-10-20 18:12:33 UTC
RougeOperator wrote:

make this happen

Spread the carnage out so more people can get awareness of FW.

And it will make some of the High Sec carebears see that there is more then just running missions to play with in EvE

And it will finally make afk Miners in FW corps have to pay attention to local


AFK miners in FW corps should already pay attention to local ;) There are those that are quite proficient in the art of the highsec gank behind enemy lines.....it just takes balls and some know-how but the current NPC's are quite survivable for long enough to get lucrative kills...

...and like I said, that's almost reason for me to say leave it alone, or maybe simply pare the strength back on the NPC's just a tad - enough to deter openly hanging out in enemy highsec, but still gives players the chance to make a bold move into dangerous territory and gank the enemy in the heart of their homeland.

Giving pilots unrestricted freedom to pass through enemy higsec kinda kills the "home turf" feel a bit.

Maybe there's a compromise? Like having enemy highsec stations fire on you, or gate gun fire, but maybe less random police drops so fights can occur in belts, plexes, missions? Or just NPC's on gates, and not the follow-you AI that they do now.

The other huge advantage though, is that there are a lot of mission farmers only registered in FW for the LP. Making higsec more dangerous would discourage people from joining just to run missions - which is a huge detriment to the community. It waters down the market for those who actually PvP as well, and contributes nothing to fleet opportunities if they simply carebear in highsec and lowsec equally but never join in actually fighting the other faction.

Removing the stock NPC corp in favor of more of a pseudo- static alliance is a much better way around this, in my opinion - I think forcing players to join a player corp to do Faction Warfare is a great idea. Players corps are much better about monitoring and filtering farmers and spies - the players who sign up for 24th crusade or TLF usually have a crap experience if they stay there - they are simply treated as riffraff anyways by any militia pilot who has been around longer than a few weeks.

Lots of pros and cons on the unrestricted highsec issue - i'm conflicted myself, so I'm just throwing out what I see as potential consequences, coming from the perspective of a two-year full-time veteran. I welcome the ongoing discussion, and hope Soundwave takes it all in and considers both arguments carefully.


Also, Soundwave - while i have alliances on the brain, any reason that we cant be allowed in the Alliance Tournament next summer?? There is some EXCELLENT small gang pilots ready to show off their talent to the nullsec crowd. I think Factions should be treated as alliance for entry requirements, it really sucks that under the current system everyone has to forsake their corp and everyday gameplay just to form a temporary alliance and register. Its a huge inconvenience that no other player in the game has to face, and there is no doubt that the talent level for tournament-style gang warfare is equally as strong in the militia as it is in nullsec. Our corp has been having great fun sparring with Pandemic Legion now that they've moved home to Amamake :) I want to see it on the big screen!

Sorry, bit off topic but had to throw that out there since I dont know when we'll have Soundwave's attention again after this round of fixes!! Its an old drum i've been beating but now someone is listening.....

CPM0 Chairman / CSM7 Vice Secretary

Vyktor Abyss
Abyss Research
#119 - 2011-10-20 18:14:38 UTC  |  Edited by: Vyktor Abyss
Must admit I agree with most of the OPs topics (though it is OCCUPANCY not Sovereignty!)

Alliances would not make much impact on FW at this point and I'm completely against the idea of only 'some' of the corps of an alliance being involved as this is repulsively carebear-ish and also open to abuse.

Freedom to travel enemy highsec (in an autopiloting freighter for example without Navy spawns Pirate) should be fine, but I do think after a 'while' navy NPCs should spawn, especially for combat ships. Imagine Caldari Navy FW player tears for example if people were camping them out of Jita 24/7 unchallenged by the Caldari NPCs. It would be a bit unfair and we'd see FW gank squads set up in every major trade hub.

Plenty of good ideas already in this thread. I just for the main hope you buff/reward the PVP side of FW a bit in terms of contributing to some greater objective, since the PVE content (although broken) already offers quite lucrative rewards and has the (admittedly useless) occupancy targets as bragging rights.
Lugalzagezi666
#120 - 2011-10-20 18:28:52 UTC
Allow alliances in fw and make occupancy/sovereignity in fw mean something (in terms of profit) - and be prepared for endless 0.0 style blobs.