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Faction Warfare: Working as Intended

Author
Smodab Ongalot
The Scope
Gallente Federation
#1 - 2013-01-04 16:57:31 UTC  |  Edited by: Smodab Ongalot
Recently I had an experience that reminded me what Faction Warfare is supposed to be. Since this experience, I've reflected on what happened and why it happened. I've given some considerable thought as to what could be done to ensure this experience is repeatable.

Rakapas: The Christmas Gift Experience
The Rakapas solar system is located in Black Rise, deep inside the CalGal FW combat zone, and it was the main staging system for the Caldari war effort. As such, it was the logical first choice through which to start our Gift to FW.

The Siege of Rakapas took place over a period of three days, including setting up a beachhead, bringing in ships, rallying pilots, and capturing the system. We needed to use a POS to stage out of due to FW mechanics that prevent docking in enemy controlled stations. Therefore, the siege began by removing one of the Caldari POSes to make room for our own.
With our beachhead in place, we began the invasion. For two days straight, we ran FW plexes to contest the system. On several occasions the Caldari undocked and defended their system. The largest of the battles took place in a medium plex and was reported on by both major media outlets (EN24 and TMC).

After two hard days of fighting in plexes and over 300 ships, worth some 40B, destroyed, we took Rakapas.


Reflection: Repeating the Experience
Many of the current FW mechanics are good and helped to spur this conflict. The idea of system sov and station lockouts defined the entire invasion. But, there are a few things that could be tweaked to improve the chances of this experience repeating. The following is not an inclusive list of all the aspects of FW I think need changing, but merely the two changes that would have the largest positive impact on FW.

Separate isk/lp rewards from system sov capture: FW needs two separate “LP” systems as capturing Sov should not have a direct isk or LP benefit. I would recommend the creation of “Capture Points” (or whatever name you like) that are rewards for plexing and whose ONLY function is to be spent on upgrading systems. The level of warzone control and the system upgrade levels would still have the same benefits they do now. The actual isk benefits of controlling the warzone will come from these benefits that change other mechanics (increased mission LP rewards, increased LP payout for FW PVP kills, etc) instead of directly from the act of capturing the warzone.

War shouldn’t be profitable, but controlling space should be.


Give us a clear warzone frontline: require capture to take place next to an adjacent friendly system. Allowing the players to create a clearly defined front line would go a long way to improving the “War Zone” feeling of FW. I envision a system similar to territory capture in Risk . Each faction has two low-sec “seeding systems” that have unchangeable sov; these systems would act as the starting point for each faction to begin their respective invasion of the warzone. They would begin the invasion by capturing the systems adjacent to the seed systems and then work out from there. It would be possible to create islands of sov, should strategic choke systems be flipped.

Edit: To clarify, you can still plex in a non-frontline system, you just can't flip it (bust the bunker). With suggestion 1, there would not be an capture motivation to run a backwater plex, only a PVP motivation.


In conclusion, I feel the two changes I’ve listed above would go a long way to increasing conflict in the warzone.


Addendum: I just want to emphasize the importance of separating sov control from direct money making. Plans are already being made to exploit (in a 4X sense, not in a cheating sense) our control of the warzone. In the current system, it is extremely profitable to have two “farm systems” near home. You then use two toons, one in GalMil and one in CalMil, to contest and decontest the two systems between 70% and 90% contested. If sov control continues to be directly tied to isk generation, then sov will be dictated by those who are farming and don’t actually care about sov.
Cynthia Nezmor
Nezmor's Golden Griffins
#2 - 2013-01-04 17:04:21 UTC
This is coming from the alliance who got tired of FW and told many times they wont undock to chase some silly Caldari, they only fight "worthy opponents in capital ships".
Smodab Ongalot
The Scope
Gallente Federation
#3 - 2013-01-04 17:05:46 UTC  |  Edited by: Smodab Ongalot
Cynthia Nezmor wrote:
This is coming from the alliance who got tired of FW and told many times they wont undock to chase some silly Caldari, they only fight "worthy opponents in capital ships".


Is it too much to ask for the worthy opponents to be caldari?

To be fair, we did capture an unrestricted with a Nyx, so I think that follows alliance mentality.
Zarnak Wulf
Task Force 641
Empyrean Edict
#4 - 2013-01-04 17:18:13 UTC
Retribution was it. We can ask for small things like 'more large plexes.' But major reworks aren't happening.
psycho freak
Sebiestor Tribe
Minmatar Republic
#5 - 2013-01-04 17:22:05 UTC
The two seeding systems to use as starter point would be nice place for ppl like me to live

my spelling sux brb find phone number for someone who gives a fu*k

nop cant find it

Cynthia Nezmor
Nezmor's Golden Griffins
#6 - 2013-01-04 17:27:01 UTC
Smodab Ongalot wrote:
Cynthia Nezmor wrote:
This is coming from the alliance who got tired of FW and told many times they wont undock to chase some silly Caldari, they only fight "worthy opponents in capital ships".


Is it too much to ask for the worthy opponents to be caldari?

To be fair, we did capture an unrestricted with a Nyx, so I think that follows alliance mentality.


Good to see your old buddies, Wolfsbrigade on that screenshot.
Smodab Ongalot
The Scope
Gallente Federation
#7 - 2013-01-04 18:08:15 UTC  |  Edited by: Smodab Ongalot
psycho freak wrote:
The two seeding systems to use as starter point would be nice place for ppl like me to live


Why?

FW pilots do not need to live in the "seed systems". These are just the starting points for where sov capture would begin. The fighting/plexing would be in the adjacent systems, not in the seed system itself.

Alternatively, the seed systems could just be high-sec systems. I'm not sure if that is better or worse, but is another option.

The model of sov capture I envision is similar to capturing territories in Risk.

Cynthia Nezmor wrote:

Good to see your old buddies, Wolfsbrigade on that screenshot.


It is good to see them, isn't it?
Kahega Amielden
Rifterlings
#8 - 2013-01-04 18:35:06 UTC  |  Edited by: Kahega Amielden
Quote:
Separate isk/lp rewards from system sov capture: FW needs two separate “LP” systems as capturing Sov should not have a direct isk or LP benefit. I would recommend the creation of “Capture Points” (or whatever name you like) that are rewards for plexing and are spent upgrading systems. The level of warzone control and the system upgrade levels would still have the same benefits they do now. The actual isk benefits of controlling the warzone will come from these benefits that change other mechanics (increased mission LP rewards, increased LP payout for FW PVP kills, etc) instead of directly from the act of capturing the warzone.

War shouldn’t be profitable, but controlling space should be.


Which would create a ridiculous financial incentive to join the militia that is already winning, creating a snowball mechanic that would ultimately end in one side permanently winning and just farming LP all day every day. Remember, we did this before, back when warzone tiers affected LP store prices in a huge way (and thus, you could not earn any real money from LP as a member of the losing militias). The amarr militia pretty much ceased to exist. Unsurprisingly, they started actually fighting and taking systems when Retribution came and modified that mechanic (ie gave them an incentive to exist and fight).

Quote:
Give us a clear warzone frontline: require capture to take place next to an adjacent friendly system. Allowing the players to create a clearly defined front line would go a long way to improving the “War Zone” feeling of FW. I envision a system similar to territory capture in Risk . Each faction has two low-sec “seeding systems” that have unchangeable sov; these systems would act as the starting point for each faction to begin their respective invasion of the warzone. They would begin the invasion by capturing the systems adjacent to the seed systems and then work out from there. It would be possible to create islands of sov, should strategic choke systems be flipped.


Back-end systems provide a place for small gangs to fight over. If you reduce the number of possible plexable systems to only those couple at the front then suddenly all of FW is just a slugfest between two blobs.
Smodab Ongalot
The Scope
Gallente Federation
#9 - 2013-01-04 18:48:21 UTC  |  Edited by: Smodab Ongalot
Kahega Amielden wrote:
Quote:
Separate isk/lp rewards from system sov capture: FW needs two separate “LP” systems as capturing Sov should not have a direct isk or LP benefit. I would recommend the creation of “Capture Points” (or whatever name you like) that are rewards for plexing and are spent upgrading systems. The level of warzone control and the system upgrade levels would still have the same benefits they do now. The actual isk benefits of controlling the warzone will come from these benefits that change other mechanics (increased mission LP rewards, increased LP payout for FW PVP kills, etc) instead of directly from the act of capturing the warzone.

War shouldn’t be profitable, but controlling space should be.


Which would create a ridiculous financial incentive to join the militia that is already winning, creating a snowball mechanic that would ultimately end in one side permanently winning and just farming LP all day every day. Remember, we did this before, back when warzone tiers affected LP store prices in a huge way (and thus, you could not earn any real money from LP as a member of the losing militias). The amarr militia pretty much ceased to exist. Unsurprisingly, they started actually fighting and taking systems when Retribution came and modified that mechanic (ie gave them an incentive to exist and fight).



I don't see how what I've suggested returns us to the previous incarnation of farmville. I'm not suggesting we return to a system where bonuses reduce the LP store costs. I'm suggesting we keep the current incarnation where bonuses increase LP payout, but we remove LP payouts from plexing. The result is the current system we have where the winning side suffers from market dilution.

There is already a pretty decent thread out there covering how the difference in isk generating capability between winning and loosing isn't that large.

The real purpose of suggestion #1 in the OP is to turn contesting systems from something people do on accident (I'm really here to farm, contesting the system was not my goal) to something people do on purpose (I'm contesting this systems so I can use get more LP from PVP kills).



Kahega Amielden wrote:
Back-end systems provide a place for small gangs to fight over. If you reduce the number of possible plexable systems to only those couple at the front then suddenly all of FW is just a slugfest between two blobs.


I think this happens a lot less often then you think. Looking at the top 10 systems for violence on the Gal side (taken from eve-kill), we have:

Quote:

Rank/System/Sec Status/Total Ship Kills
1 Old Man Star (0.3) 522
2 Heydieles (0.3) 488
3 Eha (0.4) 483
4 Akidagi (0.4) 462
5 Rakapas (0.2) 402
6 Pynekastoh (0.2) 301
7 Nennamaila (0.3) 275
8 Ladistier (0.3) 215
9 Enaluri (0.3) 212
10 Okkamon (0.3) 202


I see more high-sec systems on that list then back-end systems.
Kahega Amielden
Rifterlings
#10 - 2013-01-04 18:57:39 UTC  |  Edited by: Kahega Amielden
Hm. Well, apparently I read a line and just started typing. I do that. My bad.

The problem with your suggestion is that a militia is not a single entity. It is a bunch of different corps, alliances, and individuals. At its peak, my own corp might have ~10-12 people online at once. We are not, ourselves, going to take any systems. We can contribute via plexing, but if we were to dedicate all our time to plexing we would not see even the slighest amount of financial benefit from it.

A large alliance might be able to get away with that...The leadership could work out some sort of incentive system to get people plexing so they can cap systems and reap rewards for a large number of people...But for anything less than that, there is no incentive to plex or get involved in capture mechanics at all. You need to provide an incentive for people to do stuff and not just for the greater good of the militia.

You could see this with the old deplexing mechanics. No one deplexed anything save maybe their home system. There was no point when you could just offensive plex and earn money.

Quote:
The real purpose of suggestion #1 in the OP is to turn contesting systems from something people do on accident (I'm really here to farm, contesting the system was not my goal) to something people do on purpose (I'm contesting this systems so I can use get more LP from PVP kills).


The problem is that no singular person's or small groups' actions will result in an increase in LP from PVP kills.


Quote:
I think this happens a lot less often then you think. Looking at the top 10 systems for violence on the Gal side (taken from eve-kill), we have:


I can't comment on that, not knowing the geography of the Gallente/Caldari warzone. However, it makes sense that these systems would have a high # of kills because the blobs fight there...And small gangs sometimes do fight there, depending on if there are any blobs around to scare them away. I go to back end systems (or at least, not frontline systems) to find fights all the time. Under your system my only meaningful option when there was a blob around would be to dock up and log.
Smodab Ongalot
The Scope
Gallente Federation
#11 - 2013-01-04 19:01:49 UTC  |  Edited by: Smodab Ongalot
Kahega Amielden wrote:
Hm. Well, apparently I read a line and just started typing. I do that. My bad.

The problem with your suggestion is that a militia is not a single entity. It is a bunch of different corps, alliances, and individuals. At its peak, my own corp might have ~10-12 people online at once. We are not, ourselves, going to take any systems. We can contribute via plexing, but if we were to dedicate all our time to plexing we would not see even the slighest amount of financial benefit from it.

A large alliance might be able to get away with that...The leadership could work out some sort of incentive system to get people plexing so they can cap systems and reap rewards for a large number of people...But for anything less than that, there is no incentive to plex or get involved in capture mechanics at all. You need to provide an incentive for people to do stuff and not just for the greater good of the militia.

You could see this with the old deplexing mechanics. No one deplexed anything save maybe their home system. There was no point when you could just offensive plex and earn money.

Quote:
The real purpose of suggestion #1 in the OP is to turn contesting systems from something people do on accident (I'm really here to farm, contesting the system was not my goal) to something people do on purpose (I'm contesting this systems so I can use get more LP from PVP kills).


The problem is that no singular person's or small groups' actions will result in an increase in LP from PVP kills.


And these are the reasons I made suggestion #2! By having a front line that is defined, the actions of random groups of small people are guided towards a common goal. Instead of 5 groups of 10 people fighting in random systems all over CalGal space, they will be "directed" to a few systems where the fighting will happen.


Kahega Amielden wrote:
I can't comment on that, not knowing the geography of the Gallente/Caldari warzone. However, it makes sense that these systems would have a high # of kills because the blobs fight there...And small gangs sometimes do fight there, depending on if there are any blobs around to scare them away. I go to back end systems (or at least, not frontline systems) to find fights all the time. Under your system my only meaningful option when there was a blob around would be to dock up and log.


I need to be more clear in the OP, so I'll edit it shortly. I'm not suggesting that you can't plex in systems other than the "front-line" systems; you just can't can't contest (bunker bust) non-frontline systems.

But, since there would be no LP payout for plexing, there would be no reason to plex non-frontline systems except as and advertisement to come PVP. So, this is sort of what you want, no?
X Gallentius
Black Eagle1
#12 - 2013-01-04 19:05:37 UTC
Separation of isk rewards and Sov Capture:
Then people would complain that you can make boatloads of isk from FW but not participate in system occupancy warfare. As it is, the system is currently set up so that the most efficient way to make LP/isk is from L4 FW mission, not plexing. So in a sense it is somewhat separated. Smart farmers are gonna farm FW missions.

Front Lines:

Part of the fun of FW is "guerilla warfare" where if you are outnumbered and outmanned you can try to take some remote and insignificant system far away from the front lines (in the hills or swamps). "Adjacent" front lines removes much of that aspect of FW.

As it is, the front lines are currently being drawn naturally since it is easier to take an adjacent system than it is to take one that is far away where you can't dock.




Kahega Amielden
Rifterlings
#13 - 2013-01-04 19:05:40 UTC
Edited my last post since you responded.

Quote:
And these are the reasons I made suggestion #2! By having a front line that is defined, the actions of random groups of small people are guided towards a common goal. Instead of 5 groups of 10 people fighting of random systems all of CalGal space, they will be "directed" to a few systems where the fighting will happen.


But the fleet fights already happen (at least in the Minmatar/Amarr war) over frontline systems. The problem is that you're

a) Implying that each militia will have equal numbers at the same time. Under your system, if one militia has a larger/stronger fleet than the other, then the weaker one might as well log off.

b) Implying that I want to be part of a gigantic clusterfuck instead of having small fights.
Smodab Ongalot
The Scope
Gallente Federation
#14 - 2013-01-04 19:16:09 UTC  |  Edited by: Smodab Ongalot
X Gallentius wrote:
Separation of isk rewards and Sov Capture:
Then people would complain that you can make boatloads of isk from FW but not participate in system occupancy warfare. As it is, the system is currently set up so that the most efficient way to make LP/isk is from L4 FW mission, not plexing. So in a sense it is somewhat separated. Smart farmers are gonna farm FW missions.


I don't see how this is an argument against my suggestion #1.

It is already possible to complain that you can make boatloads of isk from FW and not participate in system occupancy warfare. Let's just pretent that I never plex and make LP from FW Level 4 missions. How does removing LP payouts from Plexing change that situation?

If people are already not plexing to farm, then what is the problem with making that a formal mechanic?

X Gallentius wrote:

Front Lines:

Part of the fun of FW is "guerilla warfare" where if you are outnumbered and outmanned you can try to take some remote and insignificant system far away from the front lines (in the hills or swamps). "Adjacent" front lines removes much of that aspect of FW.

As it is, the front lines are currently being drawn naturally since it is easier to take an adjacent system than it is to take one that is far away where you can't dock.



I disagree. There is no "front-line" now. Caldari have 4 systems (3?) left. We are just choosing the order based on which ones are already most contested.

In the past, the only system of consequence were home systems. The only time I can think of that we made a strategic decision to capture a system was Notoras, and that was only for easy access to clone storage. The vast majority of systems are captured simply because "they are there", not because the provide any strategic (in the sense of providing an advantage in the war, not necessarily through isk generation) benefit.

And again, as i mentioned one post prior, you can still plex in backwater systems, you just can't flip them.
Bad Messenger
Rehabilitation Clinic
#15 - 2013-01-04 20:01:56 UTC
FW is not woking as intended. Caldari has no reason to take systems, only gallente have.
Taoist Dragon
Okata Syndicate
#16 - 2013-01-04 20:45:52 UTC  |  Edited by: Taoist Dragon
FW is in better shape than it has been for ages.

I like the idea of frontlines and only being able to capture systems adjacent to your own. I however would make it so and system adjacent to your own High sec is always able to be captured to allow the creating of more 'fronts'. However I am finding this already is somewhat taking place in Amarr/minnie WZ.

One thing I also like is guerilla warfare so I would slightly alter mission mechanics so that if you o-plex a system to vulv deep in enemy space you can 'unlock' that system for flipping by having a specifi mission of two that does that (killing the npc 'commander' gives you a 24hr period of vuln status in which the system can be flipped. After all it isn't that hard to flip the ihub. If however the system doesn't get flipped the it gets closed again and dropps to say 50% contested.

The seperate LP for kills/plexing I'm not sure could be done without exploitation or 'alt farming'. I kinda like it but don't want to introduce alt farming. For the seperate LP systems to work you would have to make the system upgrade way more usefull to the militia pilots. Current upgrades probably don't get used enough by the 'losers' to make them something to encourage them to 'fight back' and cap systems.


Overall I think that FW is fine tbh and people just need to get out there and plex/fight/mission rather than shy away and hide all the time and most of what you described would happen by itself really. Also if the *****/whiners would stop being bitter and go out and fight then they would learn the new system and figure out how make it work for them. From what you describe the FW mechanics encouraged you to follow that plan you put in place to cap Rakapas so why changes mechanics that allready encoureg you to do what you describe you want to do?

That is the Way, the Tao.

Balance is everything.

Smodab Ongalot
The Scope
Gallente Federation
#17 - 2013-01-04 21:58:28 UTC  |  Edited by: Smodab Ongalot
Taoist Dragon wrote:
FW is in better shape than it has been for ages.

I like the idea of frontlines and only being able to capture systems adjacent to your own. I however would make it so and system adjacent to your own High sec is always able to be captured to allow the creating of more 'fronts'. However I am finding this already is somewhat taking place in Amarr/minnie WZ.

One thing I also like is guerilla warfare so I would slightly alter mission mechanics so that if you o-plex a system to vulv deep in enemy space you can 'unlock' that system for flipping by having a specifi mission of two that does that (killing the npc 'commander' gives you a 24hr period of vuln status in which the system can be flipped. After all it isn't that hard to flip the ihub. If however the system doesn't get flipped the it gets closed again and dropps to say 50% contested.


I think these are fine suggestions. Again, the purpose of the suggestion of a front-line is only to provide a game mechanic that guides (but does not require) pilots towards a particular area for pew and to provide an extra layer of strategy when planning the takeover of the warzone.


Taoist Dragon wrote:

The seperate LP for kills/plexing I'm not sure could be done without exploitation or 'alt farming'. I kinda like it but don't want to introduce alt farming. For the seperate LP systems to work you would have to make the system upgrade way more usefull to the militia pilots. Current upgrades probably don't get used enough by the 'losers' to make them something to encourage them to 'fight back' and cap systems.


Obviously we need better system upgrades to make them worth fighting for, but I do believe that the basic mechanic of "capture systems to earn benefits" is sound.

I've also edited the original post to clarify something I think you might be misunderstanding. I do not mean for the "Capture Points" (the points you get for plexing) to be spendable in an LP Store that gives you items. I intend for them to ONLY be used to upgrade systems.

To give you an analogy, applying the current FW sov mechanics to null-sec would mean that you would get paid LP directly for SBU'ing and then shooting someones TCU.

If this were the case, people would be out shooting TCU's all the time! Not because they want to capture the system, but because they are getting paid to do it.
Tsobai Hashimoto
State War Academy
Caldari State
#18 - 2013-01-04 22:07:07 UTC
FW only needs a few things to fine tune it, honestly it is a very good system

1) I would like to see corp stats for victory points broken down for each member..... A lot of nullsec powerblocs have kill req, and that can be added in to your FW corp / alliance as well, but I would like to have a Victory Point per Week Req. everyone can see there own, but you cant check on others (that I know of)

2) Reduce farming by somehow limiting WCS in plexs, while dplexing last night I ran into 5 possible fights, but 3 of them were WCS to the eyeballs cuz even my scam failed, and they got away

two of them where in Tristians, guessing duel WCS and a Armor rep, slowly chew thru the rats (he had no shields left, and about 10% hull and armor missing when I locked him, so guessing the Armor rep, he took the time topull in drones knowing i couldnt hold him down and fled

Maybe much like sleepers are with Carriers, FW Plex Rats should get some boost from use of WCS, it takes away any and all pvp and just aids people interested in pure farming (or just pushing the warzone without much if any cost to them)

I would love to see a +10% or 15% dmg from FW Rats per WCS (i know it wont happen though)

3)NPC FW corp takes the 11% tax from FW LPs to help push people out of the NPC FW Corp



To your point of having a front, I am not sure I like it, unless every highsec area would also count as a front, otherwise it would be to hard to push out once your completely beaten down.....maybe a minus to your sides control if you dont have at least one adjacent system

Much like the Dust planet control has some effect on how many VP you gain from each plex, if you do not have an adjacent system you take another 15% pen to it, meaning you can take a system out of now where, but it is a bit tougher

Taoist Dragon
Okata Syndicate
#19 - 2013-01-04 23:04:45 UTC
I generally don't see any issue with having seperate LP (from kills and missions) and 'capture points' (plexing). Wasn't the Victory points used in that way before kinda thing?

My worry about increasing the LP for pvp kills would be a potential to farm alts by repeatedly killing them in noobships/shuttles/whatever else cheap **** you can get away with. TBH I haven't looked to deep into this to work out that actual maths of LP for pvp kills and probably won't cos I'm lazy. LP has to give the FW'ers an income otherwise there isn't really any point in being in FW other than RP reasons. They may as well become pirates and just kills all the things!

Just a random thought that popped into my head just now.....How about having the LP/CP flip around based on warzone control? EG. if you are less than 50% WZC you get LP for plex'ing not CP. but if you go over 50% WZC you get CP instead. This could be scaled to WZC percentage maybe? so at 25% WZC you get 75%LP and 25%CP to encourage o-plexing when getting beaten and encourage system upgrading/holding when winning?

I'm totally enjoying FW now and have no intention of moving on I just wish i could get ppl to be more pro-active. vOv keep up the good work in driving player generated content

That is the Way, the Tao.

Balance is everything.

Julius Foederatus
Federal Navy Academy
Gallente Federation
#20 - 2013-01-05 02:12:27 UTC
We already have a de facto frontline based on how the docking rights work.

The easiest places to attack/defend are those near where your own forces are based, and vice versa for the enemy. This reflects real world concepts of supply and logistics. We can attack other places that are deep behind the lines as they exist now, but it is much harder for us to reship or reinforce the attackers there because it's deep in enemy territory. So right now, the activity centers around the docking systems that one can control and ones that you actually move into.

I don't think we need to introduce some artificial mechanic when there are already effects brought on by the de facto frontline system we have now.
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