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Just a quickie on SOV mechanics!

Author
Mortal Haxin
Blackwater USA Inc.
Pandemic Horde
#1 - 2013-01-24 20:11:01 UTC
SO, everyone seems to be complaining about the "horrible sov grind" without offering any thoughts on solutions (at least as far as i have read).

so here's mine.

Concept:
Require activity in constellations to hold sov in the given systems. no active pilots in space for X (multiple days) amount of time, sov goes unclaimed. BAM.

another corp/alliance has more active members in the constellation for a certain amount of time? their systems.

This would create a system where the only way to hold sovereign space would be to actually use that space.

it would also have the double impact that blue alliances wouldn't be able to help you actually capture a system, as they would have a separate activity count from your own. hence not increasing your ability to cap (or hold) the system.

Stations:
stations would be the tricky one, and to be honest i would remove the ability to conquer them, and make them destroyable with their same timers. but the only way to make them vulnerable would be for the sov in the system to no longer belong to the alliance in charge of the station. I would on top of this remove the limiter of being able to only have one station per system.

the reason for multiple stations would be double-faceted:

first to allow smaller corps that are able to claim unused systems to be able to have their own station, without having to confront the super-blobs that currently own all of them.

The second to completely remove the "requirement" for a huge sov grind. don't want to pop the station? fine, set up your own and leave it.

Other Thoughts:
Current pos mods that require sov would still require sov to online but once onlined it probably shouldn't be offlined unless the systems sov completely changed hands. which would take around the same amount of total time as it currently does, just without the timers.

things that would exempt you from being counted a active in system:
Being Cloaked.
Being Within POS shields.
Being Docked.

thoughts and comments? I'm very open to constructive criticism. key word being constructive.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#2 - 2013-01-24 20:35:56 UTC
Mortal Haxin wrote:
SO, everyone seems to be complaining about the "horrible sov grind" without offering any thoughts on solutions (at least as far as i have read).

so here's mine.

Concept:
Require activity in constellations to hold sov in the given systems. no active pilots in space for X (multiple days) amount of time, sov goes unclaimed. BAM.

another corp/alliance has more active members in the constellation for a certain amount of time? their systems.

This would create a system where the only way to hold sovereign space would be to actually use that space.

it would also have the double impact that blue alliances wouldn't be able to help you actually capture a system, as they would have a separate activity count from your own. hence not increasing your ability to cap (or hold) the system.

Stations:
stations would be the tricky one, and to be honest i would remove the ability to conquer them, and make them destroyable with their same timers. but the only way to make them vulnerable would be for the sov in the system to no longer belong to the alliance in charge of the station. I would on top of this remove the limiter of being able to only have one station per system.

the reason for multiple stations would be double-faceted:

first to allow smaller corps that are able to claim unused systems to be able to have their own station, without having to confront the super-blobs that currently own all of them.

The second to completely remove the "requirement" for a huge sov grind. don't want to pop the station? fine, set up your own and leave it.

Other Thoughts:
Current pos mods that require sov would still require sov to online but once onlined it probably shouldn't be offlined unless the systems sov completely changed hands. which would take around the same amount of total time as it currently does, just without the timers.

things that would exempt you from being counted a active in system:
Being Cloaked.
Being Within POS shields.
Being Docked.

thoughts and comments? I'm very open to constructive criticism. key word being constructive.


I like the idea of "require activity in constellations" to hold sov... I think it's impractical to require activity in "every system" you want sov in... as systems that are good for PvE are bad for PvP, and often vice versa...

Then again, it depends on how you define "system activity".

Furthermore... I personally like the idea of "fighting" for sov... IMO, Military effort should be a major part of the Sov conquering system.

Finally, I really don't care who uses a system so long as it's being used... and this system would punish an alliance that brings in outside corporations to use the system... as those corps might undermine their sov holdings.
Mortal Haxin
Blackwater USA Inc.
Pandemic Horde
#3 - 2013-01-24 22:09:10 UTC  |  Edited by: Mortal Haxin
Gizznitt Malikite wrote:

I like the idea of "require activity in constellations" to hold sov... I think it's impractical to require activity in "every system" you want sov in... as systems that are good for PvE are bad for PvP, and often vice versa...

Then again, it depends on how you define "system activity".

Furthermore... I personally like the idea of "fighting" for sov... IMO, Military effort should be a major part of the Sov conquering system.

Finally, I really don't care who uses a system so long as it's being used... and this system would punish an alliance that brings in outside corporations to use the system... as those corps might undermine their sov holdings.



I agree with the fighting, hence why being pos'd, cloaked and, being docked wouldn't help your sov cause, if someone wanted to take it from you they have to be in your system and an active target, pvp kills or pve kills or minning (if that can be coded) would count.

i also think the station timers would cause significant fighting as well. being that the station would be esploded.

as far as the constellations to hold sov, i liked the idea because most of the time there is at least one system worth doing things in in each constellation. and if there isn't why bother having it?

it might undermine their sov holdings, but then there is more incentive for everyone to be in the same alliance.

an alternative is to have an option to not have your activity count against the owners sov based on standings.
Nikk Narrel
Moonlit Bonsai
#4 - 2013-01-24 22:31:07 UTC
It sounds practical.

A few thoughts on destructable outposts.

Obviously this is a huge change.

I think it is workable, but I would put in some means to transfer goods. No, not some freighter replacing mechanic.
Have the outpost dump the items into the nearest neutral NPC outpost in the event of destruction.

Call it whatever, explain it however.

My logic is this:
For serious game play, we need players to commit to having their characters live out in these systems, not just commute to work.
If they think their goods are at risk, they will end up being treated like fancy POS's, and keeping anything away they are not willing to risk losing.
At that point, their commitment to the space itself is shallow, and less likely to be as enthusiastic with conquering or defending.

I am under the impression that CCP equates loss of large amounts of personal possessions in the game to having the player lose a sense of connection to the game, or a sense of undesired loss in the game. I believe they wish to avoid this, which is why outposts have been indestructible to this point.
Mortal Haxin
Blackwater USA Inc.
Pandemic Horde
#5 - 2013-01-24 23:05:44 UTC  |  Edited by: Mortal Haxin
Completely agree that there would be a need to have a way to transfer assets from a station under siege.

while a side topic from the OP (kinda). couple potential solutions for it:

NPC contract type thing that would charge some amount of isk per m3 - isk to move assets to the nearest NPC station. (would only be able to be used on a RF'd station to reduce the possibility of it being abused).

an inability to anchor bubbles on an RF'd station (don't really like that possibility)

or as you said, have a destroyed station dump it's assets out to nearest npc station. only problem with that one is any kinda of lore to back it up would be hard to come by i guess. Maybe once it's destroyed it stays as a burning husk for a couple days while the residents flee taking their things with them or something *shrug*

or just leave them conquerable, but allow multiple stations in system. (I have not looked into why this isn't allowed so if it's something glaringly obvious please let me know)

last thought is to have the station launch x number of unscanable cans containing the left assets that last for a week or so, and send a notification to the owners of the cans like an exploration site. though that would be able to be camped fairly easily i guess.

The whole point of the destruction is to allow multiple stations in the system and allow smaller entities to have a home that isn't tied to the horrid POS system. Not asset removal.
Danika Princip
GoonWaffe
Goonswarm Federation
#6 - 2013-01-24 23:19:43 UTC
The problem I have with systems like this is the mechanics for actually taking sov. The big, epic fleet fights can be good fun, can you say the same about a fleet to wander into, say, Delve and chain belt rats for hours on end? Or worse, wander into hostile space and mine for hours on end?

It also means that conquering sov becomes all about the 23.5/7 hellcamp, which favours the existing powerblocs pretty hugely. They'll also have more people willing to rat than someone small, so again, easier for them to take and hold things.

On top of that, your system, with it's focus on preventing EVERYONE, including your blues, from ratting makes renting a bit harder, doesn't it? Also, there's the risk that it could wind up encouraging botting in the long run...
Gizznitt Malikite
Agony Unleashed
Agony Empire
#7 - 2013-01-24 23:33:07 UTC
Danika Princip wrote:
The problem I have with systems like this is the mechanics for actually taking sov. The big, epic fleet fights can be good fun, can you say the same about a fleet to wander into, say, Delve and chain belt rats for hours on end? Or worse, wander into hostile space and mine for hours on end?

It also means that conquering sov becomes all about the 23.5/7 hellcamp, which favours the existing powerblocs pretty hugely. They'll also have more people willing to rat than someone small, so again, easier for them to take and hold things.

On top of that, your system, with it's focus on preventing EVERYONE, including your blues, from ratting makes renting a bit harder, doesn't it? Also, there's the risk that it could wind up encouraging botting in the long run...


^^ There's a lot of good points here...

I personally i think that the act of taking sov should be completely about combat...
I think that in-system activity should alter how "strongly" you hold sov... Something Like this proposal, where an alliance that utilizes their space gets more RF timers, and is generally more difficult to take over....

Also, if someone blows up a station, I am 100% against asset transferal... If you have assets in a station that gets blow up, I strongly believe 15% of them should blow up, 15% of them should drop as loot, and 70% of them should remain in the station "husk" that can only be accessed if someone rebuilds the station from the husk... (I might allow for some type of salvaging method to extract your goods from the husk... but when you live in nullsec, I don't want player constructed "safe havens" to store goods forever without fearing their loss). Besides, why would you ever blow up a station if all the stuff inside was magically teleported to an NPC area... It would be better to take the station and deny access to all the goods there so you can NEVER access them... Then you get fire-sales, denied assets, and all sorts of other fun...
Mortal Haxin
Blackwater USA Inc.
Pandemic Horde
#8 - 2013-01-25 00:04:32 UTC
Danika Princip wrote:
The problem I have with systems like this is the mechanics for actually taking sov. The big, epic fleet fights can be good fun, can you say the same about a fleet to wander into, say, Delve and chain belt rats for hours on end? Or worse, wander into hostile space and mine for hours on end?

It also means that conquering sov becomes all about the 23.5/7 hellcamp, which favours the existing powerblocs pretty hugely. They'll also have more people willing to rat than someone small, so again, easier for them to take and hold things.

On top of that, your system, with it's focus on preventing EVERYONE, including your blues, from ratting makes renting a bit harder, doesn't it? Also, there's the risk that it could wind up encouraging botting in the long run...


First off, read the post, the whole post, not just the parts you don't like.

"an alternative is to have an option to not have your activity count against the owners sov based on standings."

BAM. blue v blue sov issues solved. hell make it count towards activity counter.

your right, the helcamp would become (it already is) a way to take sov, which... ya know why is that bad again? they have the assets they can use them.

but if they don't use the space it's going to go unclaimed again shortly.

"can you say the same about a fleet to wander into, say, Delve and chain belt rats for hours on end? Or worse, wander into hostile space and mine for hours on end?"

as far as ratting for 24.5/7. sure you could do that, it would be boring as **** and no one would want to do it for the minimal gain. great. you took the const. why exactly did you want that if you just want to leave it empty? if your going to occupy it then occupy it, move the bears in let them do their thing.

the idea here would be that more people doing more things wouldn't make the system switch faster, it would just make it harder for someone else to come in and cap the system from you. so long as you are active in system it will keep at the same pace, which could show as a "timer" on the i-hub or something similar.

I get the worry that a 90 man pvp fleet camping on system in a const. wouldn't be able to out-influence a 120 man bomber fleet that is just running belts, or something equally stupid.


Possible Limiters on this kinda of game play:
PvE activity counts for X% of PvP activity.
PvE activity only keeps a system from going unclaimed. while PvP works in all directions. (Solution i think most effective)


The tracking of PvP activity would be rather hard to do which is the major pitfal of this proposal, because if it was just tracked by kills you could keep your sov by not fighting. which would be stupid.

Potential Solution:
Count pvp activity by number of neutrals in const and on grid with a celestial as well as, not currently in warp, docked, cloaked, or in a pod.
to keep this from being longer and more draining then current system you would have to make it so that PvP activity depleted the capture timer on the system drastically faster then PvE activity increased. You would also have to make it so that PvP activity for the owners only counted from kills.

To be honest, the timer system works, it allows defensible positions. but because so many people have complained of the timer system I thought i would put out this new idea.

The biggest trick with sov is allowing the defender a chance to actually defend him self, while not making it a huge ******* grind for the attacker.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#9 - 2013-01-25 00:16:59 UTC

The timer system has some good benefits... as you pointed out... the problem is the sov grind is nothing but timed structure shoots...

People want big fights, and timers encourage some of that... but it shouldn't be "only" big fights... Reduce the number of RF timers people have to fight and sov would be better... Allow random small gang objectives to significantly alter RF timers, and suddenly people will maintain activity in the systems between the major battles.. which is a good thing...

It's really the fights that people want... and the current sov timers allow for people to gather big fleets, but take all immediacy out of the sov war....
Mortal Haxin
Blackwater USA Inc.
Pandemic Horde
#10 - 2013-01-25 00:37:18 UTC
Gizznitt Malikite wrote:

The timer system has some good benefits... as you pointed out... the problem is the sov grind is nothing but timed structure shoots...

People want big fights, and timers encourage some of that... but it shouldn't be "only" big fights... Reduce the number of RF timers people have to fight and sov would be better... Allow random small gang objectives to significantly alter RF timers, and suddenly people will maintain activity in the systems between the major battles.. which is a good thing...

It's really the fights that people want... and the current sov timers allow for people to gather big fleets, but take all immediacy out of the sov war....


that's more or less the reason i propose leaving the timer for the station, would create the structure for large fights, and for sov to be more related to those who lived there and less who happened to have the largest super block nearby, where as station control would represent the largest local powerblock.

with that in mind, it might be best to keep it with only one station per system and get the POS mechanics reworked so that people could actually live out of them.
Trep Algaert
Occultum Scientia
#11 - 2013-01-25 04:10:13 UTC  |  Edited by: Trep Algaert
I like the idea, I think it needs a little more depth to make it a fully workable system. I'd like to see timers stay for a single structure in a system, i.e. the TCU. That structure should be invulnerable until activity falls below a certain level, and then the TCU or whatever becomes shootable.

I'd probably want it to be a little bit more than simple activity levels, I'd say a system with indices similar to what we have now, but with one overarching index that represents the overall sov level of the system, and if that falls too low structures can be shot. Also, I think whatever measurement would be used, it should be carefully adjusted so that lots of small gangs can cause a measurable impact, but some higher level fleet combat is nearly necessary. One of my biggest issues with the current system is that certain places, like Provi, have roaming gangs around every minute of every day, and it doesn't matter one bit as far as sov is concerned.

Overall my idea of ~sovereignty~ in an abstract sense isn't who can shoot structures and blob things the best, or get the most people online for CTAs, or whatever serves as a measurement of ~sov~ right now, but who can exert the most control over a particular system/area. I think this idea is a good start towards that.

edit: I have no clue what to do with stations, honestly. I'd almost rather they just flip to whoever owns the system, rather than making people shoot more structures and deal with more logistics moving fleets around for them and stuff.

Metagaming is really just roleplaying as an eve player

Mortal Haxin
Blackwater USA Inc.
Pandemic Horde
#12 - 2013-01-25 04:55:25 UTC
It would definitely need more depth and balancing to make it a workable system that's for sure. And i rather doubt my iteration would be the most workable system. but i figure if ccp reads the forums on occasion they might be able to come up with a truly awesome system from ideas like this.
Apostrof Ahashion
Doomheim
#13 - 2013-01-25 08:39:45 UTC
Just making it incrementally more expensive to upkeep Territorial Control Units would solve the problem. Forcing ppl to watch the timers and grind belts to keep their systems is not really a great fix.
Serina Tsukaya
Dropbears Anonymous
Brave Collective
#14 - 2013-01-25 11:19:01 UTC
Activity shouldn't be a metric used to measure whether or not you should continue to hold a system. Make it instead, faster, with tug of war mechanics. Drop and Sbu, defend it, wait a timer, and start capping.. yes CAPPING as in point capturing planets. Doing it in a spesific sequence, with a short timer between each cap 30 mins to an hour, would basically turn each attempt to take a system into a lovely giant bloodbath. Dusties would get to affect how quickly/ slowly a point is capped depending onwhich side is winning/won. and it removes structure grinding. If an alliance has the abliity to hold an x amount of systems with pure military might, then they should be allowed to do so.

This destroys the old fashion: stratop once every few days to grind a structure, and turns it into a bloody deathmatch of attrition and skill, which is what sov warfare should be about. Did you lose a planet? Don't sweat it, as long as it wasn't the last planet you had, you have half an hour to reship, and get ready to fight for the next one.


This may seem to favour larger alliances, and it to an extent does. but because of the shorter timers, it means that chosing which systems to take, and which to abandon in a much larger scale conflict becomes of the essence. Sure, an alliance with a thousand people in it (counting alts and the indy guys) may be daunting to defeat for a 200-500 man alliance. but by targeting several systems at once, which with shorter timers, will have to be fought at the same time. the smaller alliance has a chance at taking a few systems. Larger scale strategy suddenly comes into play.
Mocam
Aliastra
Gallente Federation
#15 - 2013-01-25 12:48:38 UTC
"Active in system" - no definition.

So I have a half dozen members park an AFK cloak alt in the system for how many hours a day? That's activity of one sort.

PvE metric? As in must kill or mine a certain amount a day? Great - so if a major war does come up in a spot, you have people that can't go on the fleet op or They will lose SOV over there... Just what is needed. More PvE focus out in nullsec so "blue everyone" is even more desirable.

What metric do you propose to measure this that won't impact big fights and such?
Nikk Narrel
Moonlit Bonsai
#16 - 2013-01-25 15:04:07 UTC
Gizznitt Malikite wrote:
Also, if someone blows up a station, I am 100% against asset transferal... If you have assets in a station that gets blow up, I strongly believe 15% of them should blow up, 15% of them should drop as loot, and 70% of them should remain in the station "husk" that can only be accessed if someone rebuilds the station from the husk... (I might allow for some type of salvaging method to extract your goods from the husk... but when you live in nullsec, I don't want player constructed "safe havens" to store goods forever without fearing their loss). Besides, why would you ever blow up a station if all the stuff inside was magically teleported to an NPC area... It would be better to take the station and deny access to all the goods there so you can NEVER access them... Then you get fire-sales, denied assets, and all sorts of other fun...

I feel this is unwise.

The station's value in null as a strategic staging area alone justifies it's value, and demonstrates the loss's impact.
At least, to the corporate or alliance level of thinking.
But this level of perspective is utterly dependent on the member players of that corporation or alliance.

For the player, only committing to the station resources you are willing to risk losing, devalues their sense of living in that station. It makes their perception of ownership lose that foundation.
And while some players like living with minimum resources, and only having things they use frequently, enough players like being pack rats that they never truly commit to the hotel room we effectively create.

You don't own it. Don't put your valuables in it. You can come back from vacation to find everything you own in EVE reduced to the ship you logged out in. Foolish? Bad planning? Maybe it is these things, but also a very human thing to do, which means it will happen a lot.

I don't see CCP accepting this without big pop up warnings about leaving valuables.
And the outpost with no valuables in it... simply isn't valuable. It's a campsite you visit or commute to.