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Psychotic Monk for CSM

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Psychotic Monk
Sebiestor Tribe
Minmatar Republic
#61 - 2013-03-08 19:27:23 UTC
Lady:

I don't feel that there should be an release mechanism like that. I am of the opinion that it should be your vigilance and your pre-planning that protects you if your corp is unwilling to do so. While is can be difficult for someone who is quite new to know if the corp they are joining is actually worthwhile, I suspect it will become clear not long after they get their first wardec and they'll have some idea what to look for in the future.

And if dropping isn't an option, then members will have to demand that their corps deliver them value, and a rising tide of quality should lift all boats. The end state of what you describe is simply people complaining harder about the cost to leave a war, rather than actually engaging in interactive gameplay in highsec.
Solomar Espersei
Quality Assurance
#62 - 2013-03-08 21:08:28 UTC
Supported, and I will do my best to spread the word among the killers-for-hire that I find myself flying with these days.

Quality Assurance Recruiting intrepid explorers and BlOps/Cov Ops combat enthusiasts

Trebor Daehdoow
The Scope
Gallente Federation
#63 - 2013-03-09 23:46:30 UTC
Believe it or not, Psychotic, if you keep campaigning well, you will appear on the ballots I cast.

Private Citizen • CSM in recovery

Psychotic Monk
Sebiestor Tribe
Minmatar Republic
#64 - 2013-03-10 01:45:46 UTC
Thanks! I've been meaning to bump this with my unrequested opinions (and without sarcasm, that's part of what this is all about) but someone appeared from out of town today. Expect more opinions tomorrow.
Taoist Dragon
Okata Syndicate
#65 - 2013-03-11 05:20:40 UTC
Quite probably one of the more informed and predictive CSM canditates that I have read so far.

High Sec is a gameplay choice and shouldn't just be nerfed to try and 'force' players to low sec/Null (as much as I'd like more targets in my area of low).

Monk's ideas are about that balance required for engaging gameplay in all areas rather but still give the freedom of a sandbox without the restrictive rules that stop creative ways to play that supposedly are 'bad' because people are trying to affect others gameplay.

I haven't flown regularly in high for over a year now (being an outlaw and all) but how would you see some of these changes affecting how corps handle themselves out in low sec?

Also how to you see how corp structure and management being tweaked to increase the functional protection/operational efficency? Or would these be a player driven area only?

That is the Way, the Tao.

Balance is everything.

StoneCold
Decadence.
RAZOR Alliance
#66 - 2013-03-11 08:20:55 UTC
I´ll support this fine gentleman.

Can we / you also ban large towers from highsec? And while at it also medium?
Highsec: small
Lowsec: up to medium
Nullsec: up to large
c 3 po
League 0f Shad0ws
#67 - 2013-03-11 08:48:40 UTC
StoneCold wrote:
I´ll support this fine gentleman.

Can we / you also ban large towers from highsec? And while at it also medium?
Highsec: small
Lowsec: up to medium
Nullsec: up to large


To be honest I would be fine with large towers everywhere as they do have a use for manufacturing and such on 2 conditions

1) I am not sure if it isn't the case now but towers should not be able to be taken down under a wardec
2) towers in highsec should have a limiting factor on the **** star setup that basically makes anything in highsec invulnerable
Or
2) a sub capital dread style ship should be introduced with terrible tracking and average ehp but able to fit a siege module to give its large guns the 6X damage bonus for seiging things in highsec

The first of the last conditions is probably more pactical but such a ship would be very cool however this is an issue that does need adressing and will further monks campaign to get highsec folks to learn to fight for something they have invested in

ಠ_ರೃ

Malcanis
Vanishing Point.
The Initiative.
#68 - 2013-03-11 09:53:13 UTC
c 3 po wrote:

2) a sub capital dread style ship should be introduced with terrible tracking and average ehp but able to fit a siege module to give its large guns the 6X damage bonus for seiging things in highsec

The first of the last conditions is probably more pactical but such a ship would be very cool however this is an issue that does need adressing and will further monks campaign to get highsec folks to learn to fight for something they have invested in


A simpler way to do this would be to create a "micro seige module" that can only be used on Marauders. This would have the advantage of being far simpler to implement, and giving a new and useful niche for a much neglected ship class. Make it give +200-300% damage, immobility, EW immunity, cannot be remote repped/cap trfd, 90% tracking penalty, 75% missile velocity penalty, 400% missile bombardment bonus.

However, per the informative disussion on this subject on FHC, this has wider implications for W-space. Battleships able to do 2500-3000 DPS to POS would be a real game changer there, and probably not in a good way. If a module is usable in hi-sec then it's going to take some heavy handwavium to stop it being useful in W-space too

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

c 3 po
League 0f Shad0ws
#69 - 2013-03-11 11:08:02 UTC
Yes well this is an issue although I would argue that if you nerfed the tracking and such on these guns to the point they were only usable against capitals and towers it would still be balanced even in a WH as an immobile unaidble battleship is quiet possibly the biggest siting duck I could imagine

Micro siege module for use on mruaders only is inspired though +1 for that

ಠ_ರೃ

Psychotic Monk
Sebiestor Tribe
Minmatar Republic
#70 - 2013-03-11 16:46:32 UTC
Large dickstars in highsec and C1's are an incredible pain in the ass. Your first instinct might be to say that you should bring more friends, but even entirely full nullsec fleets can have a large amount of ass pain hitting a large dickstar using only subcaps. The solution in lowsec and nullsec is to drop dreads on it, but in highsec and lower class wormholes that simply isn't possible. (Well, it's technically possible in C1's, but it's difficult enough as to not really be an option.)

My prefence would be that there were no large towers anywhere that you can't have Dreads.

This suggests two solutions immediately:

1) No large towers in these places. I would rather see solutions buffed than problems nerfed, and this feels like a band-aid solution. I would be happy to see that change implemented, but there are several other solutions I would much prefer.

2) The implementation of something like a Dread in a BS hull. This would be a nice niche for the line of BSs that don't currently have a tech 2 variation, such as the Hyperion and Rokh. There's a strong concern that you don't end up with the problems associated with tracking dreads, although with Fozzie balancing ships I'm confident that would turn out well. My only concern is that designing a brand new ship seems like it would be quite labour intensive and there are a number of other things CCP could be working on, rather than building a tool meant for one specific job.

A third, subtler solution is also possible.

3)Large towers are largely used for industry (when you're not living out of them) and industry is fairly competitive, so profit margins are thin. If the fuel costs to large towers in these places were increased they would stop being feasible for industry as compared to mediums and smalls and somewhat move research jobs out of highsec.

As a logic exercise, if fuel costs for large towers were increased in all space that would also drive industry POSs in nullsec into mediums as well, which would provide a way to prompt fights by reinforcing a softer target, which means that there isn't as high of an investment to develop a fight. Alliance support structures, like jump bridges CSAA POSs are going to stay up almost no matter the cost. This would have to be looked at much more carefully from a spreadsheets perspective, but at first glance, that seems like a decent solution.

4)And then, lastly, there's the possibility of lowering the fitting on such POSs, leaving less room for hardeners and EWAR batteries. Ships get frequent rebalances, so I don't think some POS rebalances would go amiss.
June Ting
Nobody in Local
Deepwater Hooligans
#71 - 2013-03-11 17:10:28 UTC
Psychotic Monk wrote:
As a logic exercise, if fuel costs for large towers were increased in all space that would also drive industry POSs in nullsec into mediums as well, which would provide a way to prompt fights by reinforcing a softer target, which means that there isn't as high of an investment to develop a fight. Alliance support structures, like jump bridges CSAA POSs are going to stay up almost no matter the cost. This would have to be looked at much more carefully from a spreadsheets perspective, but at first glance, that seems like a decent solution.

4)And then, lastly, there's the possibility of lowering the fitting on such POSs, leaving less room for hardeners and EWAR batteries. Ships get frequent rebalances, so I don't think some POS rebalances would go amiss.

What about increasing the CPU costs of hardeners and ewar batteries? The main issue is that while some reactions can be split up between two medium POSes rather than one large (e.g. running two of the same simple reaction), the logistics involved are much more annoying due to that god-awful POS management system, and some reaction chains *have* to be done on a single moon as a large -- for instance, 2x moon miners -> simple reactor -> complex reactor <- silos for other reactants -- or else you lose a large amount of efficiency due to extra silos, extra time spent hauling, etc.

Definitely support++ making dickstars less effective -- wormhole evictions in C1-C4 are too hard without investing in building a dread in the hole, giving incumbents in a hole a huge huge advantage.

I fight for the freedom of my people.

DJ P0N-3
Table Flippendeavors
#72 - 2013-03-11 17:11:37 UTC
Psychotic Monk wrote:
Large dickstars in highsec and C1's are an incredible pain in the ass. Your first instinct might be to say that you should bring more friends, but even entirely full nullsec fleets can have a large amount of ass pain hitting a large dickstar using only subcaps. The solution in lowsec and nullsec is to drop dreads on it, but in highsec and lower class wormholes that simply isn't possible. (Well, it's technically possible in C1's, but it's difficult enough as to not really be an option.)

My prefence would be that there were no large towers anywhere that you can't have Dreads.

This suggests two solutions immediately:

1) No large towers in these places. I would rather see solutions buffed than problems nerfed, and this feels like a band-aid solution. I would be happy to see that change implemented, but there are several other solutions I would much prefer.


So I gather that you don't like this solution, but in a world where it's on the table and heavily favored, would you at least be willing to defend the use of large towers in C2-C4 wormholes (as I believe you mean "can't jump dreads into these systems" by "these places" given the context)? I know there are mixed opinions about large towers in C1s, but C2-C4 space is where a lot of up and coming corps start out and get their feet wet with w-space, capitals, and living in POSes. Living out of a medium tower is not enjoyable.
Psychotic Monk
Sebiestor Tribe
Minmatar Republic
#73 - 2013-03-11 17:32:18 UTC
June Ting wrote:
Psychotic Monk wrote:
As a logic exercise, if fuel costs for large towers were increased in all space that would also drive industry POSs in nullsec into mediums as well, which would provide a way to prompt fights by reinforcing a softer target, which means that there isn't as high of an investment to develop a fight. Alliance support structures, like jump bridges CSAA POSs are going to stay up almost no matter the cost. This would have to be looked at much more carefully from a spreadsheets perspective, but at first glance, that seems like a decent solution.

4)And then, lastly, there's the possibility of lowering the fitting on such POSs, leaving less room for hardeners and EWAR batteries. Ships get frequent rebalances, so I don't think some POS rebalances would go amiss.

What about increasing the CPU costs of hardeners and ewar batteries? The main issue is that while some reactions can be split up between two medium POSes rather than one large (e.g. running two of the same simple reaction), the logistics involved are much more annoying due to that god-awful POS management system, and some reaction chains *have* to be done on a single moon as a large -- for instance, 2x moon miners -> simple reactor -> complex reactor <- silos for other reactants -- or else you lose a large amount of efficiency due to extra silos, extra time spent hauling, etc.

Definitely support++ making dickstars less effective -- wormhole evictions in C1-C4 are too hard without investing in building a dread in the hole, giving incumbents in a hole a huge huge advantage.


My thought process on rebalancing originally looked at the sticks themselves, but yes, your absolutely right. Rebalancing the hardeners and EWAR batteries is almost categorically the better idea if you're looking at rebalancing POSs. I'm concerned that if a rebalance was the solution here then the changes would have to be pretty significant in order to have any reasonable effect.

As for the the added complexity or expense by either splitting such a reaction into two towers or paying more for the fuel, I'm not sure that's a bad thing. I haven't run the projected numbers on that, and I'm entirely open to hearing the logic on it though.

On the other hand, if the costs for fuel were increased just in highsec and low-class wormholes then that becomes a moot point and gives help to nullsec industrialists, which they sorely deserve.
Psychotic Monk
Sebiestor Tribe
Minmatar Republic
#74 - 2013-03-11 17:40:45 UTC
DJ P0N-3 wrote:

So I gather that you don't like this solution, but in a world where it's on the table and heavily favored, would you at least be willing to defend the use of large towers in C2-C4 wormholes (as I believe you mean "can't jump dreads into these systems" by "these places" given the context)? I know there are mixed opinions about large towers in C1s, but C2-C4 space is where a lot of up and coming corps start out and get their feet wet with w-space, capitals, and living in POSes. Living out of a medium tower is not enjoyable.


I thoroughly agree. Having a medium POS as your main base of operations is absolutely ****. If I were getting told that large POSs were going to be banned in such areas I would be pleased that at least something was being done, but I strongly feel that this is one of the weakest solutions. I would much prefer that either the fuel costs for larges go up (either in only these places or across the board), which would mean that people would be more likely to only up large POSs for strategic purposes, such as jump bridges or main HQ sticks for wormholes, or that the POSs or POS mods get a rebalance making ****-starring POSs much less effective.
Malcanis
Vanishing Point.
The Initiative.
#75 - 2013-03-11 17:51:36 UTC
c 3 po wrote:
Yes well this is an issue although I would argue that if you nerfed the tracking and such on these guns to the point they were only usable against capitals and towers it would still be balanced even in a WH as an immobile unaidble battleship is quiet possibly the biggest siting duck I could imagine

Micro siege module for use on mruaders only is inspired though +1 for that


Well the point that came out was that life in W-space totally depends on POS. Adding a way for subcap fleets to quickly hit POS with dread-class DPS would lead to a rapid purge of weaker entities - it would effectively be a big buff to power projection in W-space.

So whilst it elegantly solves a problem in hi-sec (And I really like what it would do there) it creates a situation for W-space that I don't like at all.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

June Ting
Nobody in Local
Deepwater Hooligans
#76 - 2013-03-11 17:58:08 UTC
One solution that fixes the issue in highsec only is to dramatically increase the starbase charter requirement for large towers compared to medium/small towers, but doesn't address the C1-C4 wormhole issue.

I fight for the freedom of my people.

Psychotic Monk
Sebiestor Tribe
Minmatar Republic
#77 - 2013-03-11 18:01:38 UTC
Malc:

Let's follow this line of logic for a second. Let's assume these things came to exist and large towers started getting hit in any wormhole where people thought they weren't liable to get murdered by ten thousand t3's and a Bhaalgorn. Two solutions to that present themselves immediately. 1) Wormhole corps have to start covering more TZs. This would mean larger grouping of wormhole players. 2) Wormhole corps would have to start splitting their operations into more towers, increasing the pain to siege a relevant amount of that WHs assets.

Both of these increase the barrier to entry and the workload on wormhole corps. From the couple of monthes I lived in a wormhole I can tell you that the amount of effort wormholers go through for their lifestyle is significant and I don't see any advantage for anyone should more get heaped on to them. So, yeah, that's a strike against the mini-dread. More and more the solution seems to lie in a POS rebalance or a fuel cost rebalance.

I'm still open to other solutions, though. Anyone else have kickass thoughts on how to solve this?
Psychotic Monk
Sebiestor Tribe
Minmatar Republic
#78 - 2013-03-11 18:04:25 UTC
June Ting wrote:
One solution that fixes the issue in highsec only is to dramatically increase the starbase charter requirement for large towers compared to medium/small towers, but doesn't address the C1-C4 wormhole issue.


Agreed. And pet project moongoo reaction farms in C1s are way too much effort to dig out for the amount of effort put into defending them, which is often none.
Ali Aras
Nobody in Local
Deepwater Hooligans
#79 - 2013-03-11 18:12:30 UTC
Psychotic Monk wrote:
Malc:

Let's follow this line of logic for a second. Let's assume these things came to exist and large towers started getting hit in any wormhole where people thought they weren't liable to get murdered by ten thousand t3's and a Bhaalgorn. Two solutions to that present themselves immediately. 1) Wormhole corps have to start covering more TZs. This would mean larger grouping of wormhole players. 2) Wormhole corps would have to start splitting their operations into more towers, increasing the pain to siege a relevant amount of that WHs assets.

Both of these increase the barrier to entry and the workload on wormhole corps. From the couple of monthes I lived in a wormhole I can tell you that the amount of effort wormholers go through for their lifestyle is significant and I don't see any advantage for anyone should more get heaped on to them. So, yeah, that's a strike against the mini-dread. More and more the solution seems to lie in a POS rebalance or a fuel cost rebalance.

I'm still open to other solutions, though. Anyone else have kickass thoughts on how to solve this?

What about making the fuel required by the pos in some way dependent on the mods? So, you *can* put a large dickstar up, but the ewar batteries, warp disruptors, etc (all CPU using mods?) will increase the fuel cost (starting at a lower base). This will be modified down by the current sov fuel bonus for those important nullsec towers, making it less of a nerf to nullsec dwellers looking to put up a large tower. If it hits defenses harder than productive modules, you could end up with the neat solution where you can make the most money by leaving your tower with light defenses and just running moongoo, thus offering a short-term profit tradeoff for long-term risk. This could even be combined with the increase in starbase charters required to run a large in highsec, as even a non-dickstarred large tower takes a fricking long time to shoot with a BS gang.

This also provides a template for any further pos mods that might be useful to add, creating a fuel for awesome tradeoff that can be used to balance benefits.

http://warp-to-sun.tumblr.com -- my blog

June Ting
Nobody in Local
Deepwater Hooligans
#80 - 2013-03-11 18:14:48 UTC
From the discussion I'm seeing here so far, it sounds like people want it to be easier to hit industry POSes in W-space or highsec, but want to preserve the current difficulty of hitting main staging towers in W-space to avoid the little guys getting stomped on. I can definitely see how it'd be frustrating to be unable to destroy someone's no-risk reaction farms in a C1 (especially a C1/high where there are zero risks associated with getting moongoo and fuel in).

I generally would agree with this train of thought; as a little guy (we dabble in a C2 on the side), it's a useful property that we can't easily be evicted outright from our C2 unless we make a serious enemy, and I'd be okay with it being easier to hit our industry under the farms and fields doctrine (we happen to put our reaction POSes in sov null though because we're better able to protect that).

I'm pretty sure though that increasing the CPU requirements of hardeners/ECM modules would be sufficient to make it an either or of "have useful CPU for running reactions" or "have enough useful CPU to harden"; CHA's don't require *that* much CPU, and SMA's require none, so staging towers can be dickstarred without issues.

I fight for the freedom of my people.