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Warfare & Tactics

 
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FW - Kill the Tier System

Author
Courath Al'viendi
Imperial Shipment
Amarr Empire
#61 - 2013-09-16 19:58:48 UTC
Cloaking can not be activated inside of plex.
WCS go offline while in a plex.
Timer Rollbacks.

Sounds dandy to me. Let's start there. Then we can all start whining about something else. This thread is full of tears and I leave sustained on these tears of unfathomable sadness.
Philpip
T.R.I.A.D
Ushra'Khan
#62 - 2013-09-18 11:45:46 UTC  |  Edited by: Philpip
Courath Al'viendi wrote:
Cloaking can not be activated inside of plex.
WCS go offline while in a plex.
Timer Rollbacks.

Sounds dandy to me. Let's start there. Then we can all start whining about something else. This thread is full of tears and I leave sustained on these tears of unfathomable sadness.


This would be a good start with one small change, make it non-covert ops cloaks cannot activate. Don't punish the specialist ships that have taken some effort & isk to field.

No, you were not blobbed, you just didn't bring enough people to the fight!

X Gallentius
Black Eagle1
#63 - 2013-09-18 17:59:34 UTC  |  Edited by: X Gallentius
Let's put this in a bit of perspective.

Caldari are plexing whores (not to single you guys out, but yes you're plexing whores) and average about 30k VP/day.
30k VP/day / 20 VP/plex = 1500 plexes/day .
That's 62.5 plexes per hour.

ZOMG, how can ONE MAN keep up with that? One pilot can't, but Gallente militia averages about 200 pilots online, so that's really one plex every three hours for every player that is online.

So, bottom line is that players (both farmers and real) only need to do one plex every three hours to match the "plexingest" militia of them all. (If your militia has only 100 players online that's 1 plex every 1.5 hours.)

Is that really too hard? Is this a CCP problem, or a FW player participation problem?
Sleban
Pole Shift Incorporated
#64 - 2013-09-18 22:58:23 UTC  |  Edited by: Sleban
Having dabbled in FW with my alts, I have to say I am a bit shocked at how labyrinthine and long-winded the mechanics and mathematics of plexing are - as evidenced by the paucity of responses from other players and CCP to my threads in this section asking for clarification on how it works.

The 'problems', as I see it, are that ultimately there shouldn't be anyone in FW who isn't 100% committed to getting involved in fights. These are some of the issues that need tackling:

- long winded and really boring plex farming, the inability of people to actually plex systems and get a fair fight when stabbed farmers just run off, and people switching sides to cash in.
- the ability of non-FW participants to enter plexes and gank. Only Militia should be allowed in.
- how long it takes to have any 'impact' on the battle zone. Things 'drift' for weeks, unless a FW corp decides to do a mini-goon.
- the relationship between LPs, plexing, and rewards - and the associated 'LP push' to cash in that goes with the tiers.
- the slightly sinister relationship between Tier levels and profiting from LPs, where people build up a stack of LPs, buy loads of things like data cores and faction ships, then let their side 'drift' down a tier or two so they can cash in.
- The whole laborious business of d-scanning continuously, then needing to get a 'grapple on your opponent within the first 2 seconds of them arriving doesn't work either. It also disadvantages a number of potential plexing PvP options (like the mid-range kite, for example) as most of the setups tend to be either brawlers or kiters - catching the opponent as they arrive from the gate, or hoping to get away from them straight away.
- Loki links and the whole linked-to-an-alt-in-the-system fiasco.

But the main difficulty, really, is in dropping in and being able to see what you're supposed to be doing for your militia at any given time, then doing it, given the total absence of any functioning or useful command / control ability, for both vet and noobs alike.

Ultimately it needs to be made a lot, lot simpler. If you're in FW, you can expect to get into a bunch of fights quite quickly. If there's plexes, make them all about 1 vs 1 fights against matched opponents. Not militia vs gankers, or farmers, or an NPC first, or 1 vs several - that happens everywhere else.

Here's my suggestions to simplify things:

- Do away with the Tier system altogether.
- Do away with NPCs in plexes completely. They are only there to stop the farmers, but this puts the attacker at a disadvantage as they start any non-NPC combat with a ship that's already been in a knock. It's a failfit solution.
- Scrap FW missions altogether.
- Make the plexes permanent. Make it so that every system in a warzone has a fixed number of permanent plexes - say 3 novice, three small, 2 mediums and 1 large.
- the plexes, and the i-Hub have three possible statuses - owned by you, owned by the enemy, or neutral.
- To 'flip' a system, you need to capture every single plex in a system, then 'destroy' / flip the i-Hub, switching it to your side.
- You get LP rewards for capturing an enemy plex, or destroying / flipping the I-hub.
- if anyone recaptures a plex while you're doing this, it resets the i-Hub to neutral perhaps.
- dramatically improved information screens that show, in real time, the status of every system's i-Hub and all the plexes.
- You still get LPs for flipping a plex to your control, and a lot of LPs for flipping a system hub.
- you get 10x the LP for destroying an enemy combatant in the plex itself.
- No cloaking allowed in the plex.
- 1 vs 1 in the plex only. You and an opponent. Not 1 vs many.
- The plex fight starts much like a duel. Your opponent 'arrives'. A 15 second countdown begins until the fight starts, during which you can't activate webs or fire or anything, but can get into position and get drones out ready inside the plex arena only, then it kicks off. This gives everyone a fair chance to fight and not have it be decided largely by a 2 second 'slippery slope' right at the start.
- as many vs as many as you want against the i-Hub, which is in open space.
- fighting outside the plexes as normal, as it is now.
- Take a leaf out of the FPS book and create a bit more 'e-peen' around success in FW combat. Elite ships that can only be flown if you're in FW. Uniforms that don't cost 100m and another 100m worth of LPs. Medals for kill streaks - that sort of thing Some kind of bragging rights. At the moment, there's 10 lame, meaningless ranks.


Factional Warfare needs to be a whole lot more 'FPS' in outlook, if you catch my drift - you log in, can immediately see where the action is, it's easy to figure out what you're supposed to be doing to help your side, you can get involved either solo or as a fleet, and what you do makes a noticeable difference.

If FW was supposed to be about encouraging people to PvP in a 'controlled' way, it's not working as intended.
Sura Sadiva
Entropic Tactical Crew
#65 - 2013-09-18 23:16:34 UTC
Sleban wrote:
If FW was supposed to be about encouraging people to PvP in a 'controlled' way, it's not working as intended.


It is, you can chek statistics. FW systems are generally in the most violent systmes for ships destoryed and pod of New Eden.
It's so since Inferno.
And this means something.

Often single FW system show more kills than whole null sec region.

Roime
Mea Culpa.
Shadow Cartel
#66 - 2013-09-19 01:47:57 UTC
Sleban wrote:

- 1 vs 1 in the plex only. You and an opponent. Not 1 vs many.
- The plex fight starts much like a duel. Your opponent 'arrives'. A 15 second countdown begins until the fight starts, during which you can't activate webs or fire or anything, but can get into position and get drones out ready inside the plex arena only, then it kicks off. This gives everyone a fair chance to fight and not have it be decided largely by a 2 second 'slippery slope' right at the start.


Why do you want to deny fighting against multiple opponents?

.

Sleban
Pole Shift Incorporated
#67 - 2013-09-19 08:18:26 UTC  |  Edited by: Sleban
Quote:
Why do you want to deny fighting against multiple opponents?


I'm thinking that 1v1 only would only apply in the novice plexes, and you perhaps create some arbitrary 'mass' balancing mechanic a la wormhole entry to enforce it, approximately thus:

Novice: can only fit 2 T1 / faction frigates - one defender, one attacker.
Small - can fit three, potentially in combinations of 1 T2 / destroyer / interceptor vs 2 T1s
Medium - can fit all sorts of combos - 3 vs 3 T1s, 1 cruiser vs 2 T2s or 3 T1s etc.

This would help ensure the the fights are fairer, but would also lead to more fights, particularly amongst lesser skilled players who are already sick of being ganked in plexes by non-FW pirates and multiple FW opponents. You're more tempted to stand and fight if you know its 1v1 in a novice plex. Which makes things better for the uber PvP FW pilot - they're more likely to get a fight. Even with their lame loki-linked, semi-cheating, multi-account, pay-to-win advantage.

Ultimately there's loads of places where 1 vs many fights happen, if that's what you want. It's much easier for newer players to learn combat in an approximately fair scenario. If FW is designed to get people into PvP, this is more likely to get people into PvP.


For 1vs 1, think of it as a 'forced duel' mechanic. This is how I could see it panning out.

- You arrive at the gate. You're still able to d-scan and see what is in there anyway, so if you're attacking with a T1 frig, and someone is inside with a pimped Daredevil, you can still elect not to engage.
- For starters, both opponents start the fight fairly after a 15 second countdown, because by removing the NPC the challenger isn't either 1 vs 1 + NPC, or pre-gimped after an NPC fight if you're attacked.
- this also removes the advantage gained by the defending player against an attacking player's post-warp sync issues with poor broadband, or across the other side of the world, or when the server is busy.
- In a 1 vs 2 or more, a lot of the time the 1 runs anyway. It's only in plexes that 1 v 1 is enforced. Everywhere else is normal.
- It would still be possible to farm plex sites, if you can flip them, but on a much lower scale as they don't respawn. It's the endless respawning that makes farming plexes profitable. Attacking and defending should give you exactly the same LP. Destroying your opponents ship should give you lots of LP.
- two or more non-FW pirates, or FW players, can still camp the plex gate if they want.
- You can still run or warp off if you want in the plex.
- You can get in with stabs if you want.

Cloaking could be tackled by removing the neutral 'contested' status of the plex when there's two opposing players in it. In other words, with two players in it, the clock flips to the attacker. This is how it could work.

- as the defender, if there's no-one else in the plex if you cloak it stops the clock as it does now.
- if your opponent enters the plex, after the 'forced duel' countdown if you want to cloak again that's fine. But the attacker gets the clock countdown in their favour while you are cloaked - it doesn't go to neutral. Ditto for the attacker - if the attacker wants to cloak, the defender gets the clock countdown. If both players want to cloak, the attacker still gets the clock. The onus is on the defender to do something about the attacker, not just sit there.

The other refinement that permanent plexes and mass balanced forced duels would bring is the emergence of more ships beyond pimped frigates. Frigates can still clock all sizes of plexes. But with 1 v 1, defending the medium plexes with a cruiser or battlecruiser becomes more viable, and could lead to the emergence of more plex assault fleets comprising ships of suitable sizes to overturn the entire plex porfolio efficiently.
Roime
Mea Culpa.
Shadow Cartel
#68 - 2013-09-19 08:55:45 UTC  |  Edited by: Roime
Sleban wrote:
Quote:
Why do you want to deny fighting against multiple opponents?


For several reasons, but mainly because it would lead to more fights, particularly amongst lesser skilled players who are already sick of being ganked in plexes by non-FW pirates and multiple FW opponents. You're more tempted to stand and fight if you know its 1v1. Which makes things better for the uber PvP FW pilot - they're more likely to get a fight. Even with their lame loki-linked, semi-cheating, multi-account, pay-to-win advantage.


By far most of the plex engagements I've been in are in fact 1vs1, and the times there's been more have just been crazy fun. You're suggesting a very artificial restriction that would just result in a situation where a vet in a linked pimpfrig can lock down a plex from everything but an equally linked and pimped fit, and new players can't team up to take him down.

Locking the number of plexes and limiting engagement would result in fights moving outside the plexes, or in even worse case agreeing with your enemy to go to certain system and plex.

Less fights for him and everyone.

Also nothing wrong with non-FW pilots entering plexes either, more fights fights for everyone!

And really, the only thing new players really have to learn in this game is that PVP isn't fair. There is absolutely no mercy, no rules and many pilots show no signs of honour whatsoever- the sooner they learn to deal with this brutality, the better for them.

EDIT: the 15 second start timer, really? Please rethink how this would affect farming. It's already almost risk-free, but your suggestion would ensure total safety to farmers.

.

Sleban
Pole Shift Incorporated
#69 - 2013-09-19 10:27:36 UTC  |  Edited by: Sleban
Quote:
the 15 second start timer, really? Please rethink how this would affect farming. It's already almost risk-free, but your suggestion would ensure total safety to farmers.


The issue is largely one of much better balancing risk vs reward to disincentive farming. The problem is Tiers and the respawning plexes.

Currently there's very little risk involved in plex farming, especially defensively. Defensively, you just run. Or use a 500k no-fit frigate, semi-AFK, where it doesn't matter if you get whacked - it's paid for 10x over after just one sucessful plex. Grab another, carry on. It's about the least risk for the most reward activity in Eve. A 2 day old character can do it. Choose the optimum militia, and start making tens of millions of isk an hour straight away.

Offensively, it's a little bit more annoying with having to deal with NPCs first, and there's a bit more risk in getting whacked, but this is offset by greater, fixed rewards from plexing any system, at any level of contestation or upgrade - particularly if your side is at T3 or more.

Do away with Tiers and the T-level multipliers and you solve most of the problems that increasingly complex and opaque FW mechanic levers are trying to adjust. Fix the completing a plex and battering an i-Hub at T2 levels. Increase the rewards for pew-pew, especially in plexes. If you want to, have a modest multiplier that is just based on the amount of warzones controlled, to incentivise attack, but not so much to dissuade defence. Even if you join FW on the losing side (*cough* Caldari *cough*) ensure that the modifier isn't gimped on your side so much that it removes any incentive to take systems and fight off the enemy.

Scrapping Tiers and multipliers significantly reduces the incentive for carebear or alt farming, or switching sides, or that nonsense of letting your militia slide down the Tiers so you can cash in on your LP store purchases as the price rises.

You also do away with the baffling mechanics of taxes, and the 'risky shift' aspect of donating LPs (because no-one wants to, and no-one can co-ordinate this) to boost your upgrade levels, or not.

You dial down the LP haul from plexing (still reasonable, but less frequently), and dial up the rewards from fighting.

All the LPs you earn are yours to spend as you like in the LP store, as you don't need to pump them into the hub to upgrade it. PvPers will probably get a lot more (which is fair, because their risk, and costs, are a lot higher). Farmers will get a lot less LP and less opportunity to earn it (their risks, and costs, are far, far lower). And those long, luxurious d-plexing sessions in quiet systems won't be worth the bother. Perma-plexes, plus fixed LP for flipping a plex, means you would only get to do a plea once to flip it to your side and trouser the LP, then you'd have to move elsewhere.

It won't completely stop farming at a modest level. Farmers can still run with a stabbed ship. As soon as you see an opponent arrive at the gate on d-scan. Or - if you fail to notice someone arriving in the plex until the countdown, just fit your ship for speed and MWD away from your opponent, then warp. So the 'risk' element is about the same, bar my suggested changes to cloaking.

But if you are that farmer, then flipping a few plexes in enemy territory would immediately show up on the relevant FW control panel, giving defending PvPers notice that a system is being plexed / flipped and enabling them to scramble a defence to deal with it.

There wouldn't be a slow shift in contested % - which is a rubbish mechanic for showing how control is waxing and waning, short-term, and hence where the plexing is taking place. Are you seriously supposed to keep an eye on 80 or so systems and the slow, imperceptible change in % levels? What you need is something on the control panel like 8 or 9 icons for each system - the i-Hub, plus each plex. If a few plexes start going red in systems you control, you know that's where the action is.
Roime
Mea Culpa.
Shadow Cartel
#70 - 2013-09-19 10:45:53 UTC
I only comment on your plex mechanic suggestions as tiers and LP are outside my scope of interest.

Sleban wrote:

It won't completely stop farming at a modest level. Farmers can still run with a stabbed ship. As soon as you see an opponent arrive at the gate on d-scan. Or - if you fail to notice someone arriving in the plex until the countdown, just fit your ship for speed and MWD away from your opponent, then warp. So the 'risk' element is about the same, bar my suggested changes to cloaking.


You suggested that there is a 15 second cooldown timer before fighting can commence in a plex. What this would mean is that the farmer can warp out at his leisure and there is nothing the attacker can do about it. It would even allow for them to leech the timer for 10 more seconds, smack a bit in local and then warp out, no stabs or cloaks needed.

Quote:
But if you are that farmer, then flipping a few plexes in enemy territory would immediately show up on the relevant FW control panel, giving defending PvPers notice that a system is being plexed / flipped and enabling them to scramble a defence to deal with it.


Instant intel like that would give a massive advantage to the stronger side, and decrease the need to have active roaming presence in your systems.


.

Sleban
Pole Shift Incorporated
#71 - 2013-09-19 10:59:04 UTC
Quote:
Also nothing wrong with non-FW pilots entering plexes either, more fights fights for everyone!

And really, the only thing new players really have to learn in this game is that PVP isn't fair. There is absolutely no mercy, no rules and many pilots show no signs of honour whatsoever- the sooner they learn to deal with this brutality, the better for them.


I also want to address this.

The full-fat unfairness of normal PvP is, for a lot of players, a massively steep slope to climb - requiring lots of skills, expensive gear, lots of experience, generally joining a corp / alliance with all that entails, and moving to an area of space that's away from the reassuring high-sec systems. There's no easy way of getting into PvP - generally it's full-on unfairness, against bigger or better equipped ships, better skilled players, with more experience, or nothing.

FW should remove some of the hurdles, like massively high skill vs low skill, uber fittings vs normal fitting, many ships vs 1, expensive vs moderately affordable. Let people get combat experience. Not let them suffer unbridled gankage.

Isn't the 'point' of Faction Warfare to get more players - especially noobs with low SPs, particularly solo players who want to give it a go without having to find and join a null-sec corp - away from PvE combat things like L3 and L4 missions, and ease them into PvP with frigates and the like in the most controlled, fun way? Isn't that why it's in low-sec?

If not, what is actually the point of FW?

FW should, in my view, give you the chance to experience combat, get into PvP ship fitting and so on, have a load of fights, but without all the massively unbalanced fleet gankage of null, the laborious politics of corps, alliances, wardecs and so on.
Sleban
Pole Shift Incorporated
#72 - 2013-09-19 11:18:42 UTC
Quote:
You suggested that there is a 15 second cooldown timer before fighting can commence in a plex. What this would mean is that the farmer can warp out at his leisure and there is nothing the attacker can do about it. It would even allow for them to leech the timer for 10 more seconds, smack a bit in local and then warp out, no stabs or cloaks needed.


Anyone who is defending the plex can run if they want to. This wouldn't change without some kind of mechanic that 'traps' you in a room once an attacker arrives, which I can't see happening. The attacker stays in the plex, runs down the timer, collects their LP. If the attacker catches and kills the farmer, well it's a decent LP bonus for the kill. It's the attacker that gets the smack-talk rights in local if the opponent runs, surely?

It's about reducing the reward for alt-farming, and ultimately about increasing the chance that two players, in roughly equal ships, get in a room and have a fight that starts fairly, combined with rewards that allow those players to cover the costs of losing ships all the time. Removing the regularly spawning plexes disincentives the farmer. Removing the Tier levels disincentives the farmer. Increasing the LP for kills in a plex incentives PvP.

It's not perfect, but surely what I'm suggesting is a lot less worse than it is now?
Roime
Mea Culpa.
Shadow Cartel
#73 - 2013-09-19 11:18:55 UTC  |  Edited by: Roime
Sleban wrote:


I also want to address this.

The full-fat unfairness of normal PvP is, for a lot of players, a massively steep slope to climb - requiring lots of skills, expensive gear, lots of experience, generally joining a corp / alliance with all that entails, and moving to an area of space that's away from the reassuring high-sec systems. There's no easy way of getting into PvP - generally it's full-on unfairness, against bigger or better equipped ships, better skilled players, with more experience, or nothing.

FW should remove some of the hurdles, like massively high skill vs low skill, uber fittings vs normal fitting, many ships vs 1, expensive vs moderately affordable. Let people get combat experience. Not let them suffer unbridled gankage.

Isn't the 'point' of Faction Warfare to get more players - especially noobs with low SPs, particularly solo players who want to give it a go without having to find and join a null-sec corp - away from PvE combat things like L3 and L4 missions, and ease them into PvP with frigates and the like in the most controlled, fun way? Isn't that why it's in low-sec?

If not, what is actually the point of FW?

FW should, in my view, give you the chance to experience combat, get into PvP ship fitting and so on, have a load of fights, but without all the massively unbalanced fleet gankage of null, the laborious politics of corps, alliances, wardecs and so on.


That is what the ship class limitations do in practice. Skills in EVE are capped at V, and equal character sheet competency in T1 frigates is reached in a very short amount of training time (on EVE scale at least :D). LP payouts make faction frigates accessible to new players as well.

Secondly the open nature of plexes does a lot to curb shiny fits- even I could afford to pimp my Incursuses with ridiculous amounts of purple, it makes no sense as three new players in T1 fits can still overwhelm me. Your 1vs1 limitation would remove this hurdle, and give the advantage to the rich who desire to win at any cost.

I find novice plexes excellent training grounds for new players, costs from losses are neglible with even moderate income, and the fact that they are open require to train situational awareness via local and dscan as well- which is a primary skill in combat. Anyone can train basics of ship to ship combat with corpmates or friends in somewhere safe, just fleet up and get dogfighting to the hull.

Theory (online resources) -> practice (friendly fights) -> practical experience in limited environment (plexes) -> profit?

FW should, in my view, to give players fast access to various variations of PVP, and reward PVP. It's not just a restricted playground for new players, but for everyone interested in accessible combat and to those who also want to fight for their faction.

It has revitalized large areas of lowsec, and results in massive amounts of fights everyday, and it even looks like it's possible to sustain daily pvp without any PVE grind just with loot drops and LP. Even though it's not perfect. seems quite successful to me.

.

Sleban
Pole Shift Incorporated
#74 - 2013-09-19 11:37:14 UTC
Quote:
Instant intel like that would give a massive advantage to the stronger side, and decrease the need to have active roaming presence in your systems.


In fairness, it would decrease some roaming and increase the focus of fighting. On the plus side, the pace of the action would improve a lot

I'm more of a plexer / defender than a broader fighter, so it's difficult to judge how much of an advantage the stronger side would have from instant intel. Probably quite a lot.

But, if you take the current Gal vs Cal warzone as an example, where Gal have about 80 or so systems conquered to Caldari's 20, the Caldari side has a much bigger choice of offensive plexing targets. Assuming equal numbers of pilots, there's less chance of being caught if you've got a bigger choice of systems to offensively plex. Much more organisation needed by the winning side to properly catch all the plexers.

It also gives every player exactly the same quality intel and reduces some of the need for spying, having elite 'intel' channels that most militia members are not party to etc.

How would you improve the interface? I think we can all agree that the whole % contested thing is a bit lame.
Sleban
Pole Shift Incorporated
#75 - 2013-09-19 11:44:00 UTC
Quote:
That is what the ship class limitations do in practice. Skills in EVE are capped at V, and equal character sheet competency in T1 frigates is reached in a very short amount of training time (on EVE scale at least :D). LP payouts make faction frigates accessible to new players as well.

Secondly the open nature of plexes does a lot to curb shiny fits- even I could afford to pimp my Incursuses with ridiculous amounts of purple, it makes no sense as three new players in T1 fits can still overwhelm me. Your 1vs1 limitation would remove this hurdle, and give the advantage to the rich who desire to win at any cost.

I find novice plexes excellent training grounds for new players, costs from losses are neglible with even moderate income, and the fact that they are open require to train situational awareness via local and dscan as well- which is a primary skill in combat. Anyone can train basics of ship to ship combat with corpmates or friends in somewhere safe, just fleet up and get dogfighting to the hull.

Theory (online resources) -> practice (friendly fights) -> practical experience in limited environment (plexes) -> profit?

FW should, in my view, to give players fast access to various variations of PVP, and reward PVP. It's not just a restricted playground for new players, but for everyone interested in accessible combat and to those who also want to fight for their faction.

It has revitalized large areas of lowsec, and results in massive amounts of fights everyday, and it even looks like it's possible to sustain daily pvp without any PVE grind just with loot drops and LP. Even though it's not perfect. seems quite successful to me.


I'm not really disagreeing with any of this, to be honest - just suggesting a few ways to incentive more timid players into the fray.

The priority is about how dial down the reward for farming as it is massively out of whack with the risk. And I do think the FW mechanic needs to be simplified and the pace improved a bit.
Sleban
Pole Shift Incorporated
#76 - 2013-09-19 11:52:09 UTC
Here's another thought: what if you just keep everything exactly as it is now, but just replace the LP rewards from plexing with 'hub points' that can only be spent on upgrading hubs? Maybe dial up the LP for FW kills to compensate?

Removes, at a stroke, all the incentives for plex farming.
Roime
Mea Culpa.
Shadow Cartel
#77 - 2013-09-19 11:54:45 UTC
I haven't opened the interface.

I undock and find a squid to kill in the nearby systems. I don't know what tier we are at, I check the system occupancy from the upper left corner and maybe dplex if we seem to be losing and there is traffic in the system. Chase farmers out of plexes. Fight neuts. I think this kind of active participation of a militia represents occupancy and sovereignty better than focused force projection and timer fights. Control by conventional gameplay and everyday presence.

What worries me about the instant intel is that it would make much harder for the underdog to do any serious system flipping, the stronger side with multiple fleets roaming around would just quench any effort on a short notice, and result in more blobbing. Currently there is more room for guerrilla actiion, which also helps to keep the gang sizes small.

.

Sleban
Pole Shift Incorporated
#78 - 2013-09-19 12:57:14 UTC
Quote:
I think this kind of active participation of a militia represents occupancy and sovereignty better than focused force projection and timer fights. Control by conventional gameplay and everyday presence.


On this, we violently agree. Ideally, occupancy and sovereignty would be based almost entirely on fighting, with the battle zone and the plexes merely the arena for the fighting.

This would be OK if the mechanic that accounts for the rump of occupancy 'value' wasn't plexing, and that LPs have a value to the player outside of the FW mechanic itself. Plex farming has a far greater impact on warzone control and ultimately Tier level than it should have, given that a 40,000 LP Tier upgrade is worth 1 point, the same as controlling a system outright. If system control was worth roughly the same as all the upgrade Tiers in a system (so, perhaps, 5 and 5 points respectively), it night balance things out.

If you earned a lot more LP for killing squid, particularly in plexes, things might also be different and get more people into PvP, which would make life harder for the farmers. I accept that people would then attempt to pull off dual-account shenanigans by killing alts and characters on other accounts, but this is better that the current alt-farming fiasco.
Sura Sadiva
Entropic Tactical Crew
#79 - 2013-09-19 13:29:37 UTC
Sleban wrote:
If you earned a lot more LP for killing squid, particularly in plexes, things might also be different and get more people into PvP, which would make life harder for the farmers.


Has been already tried. You already learn LP for killing people, if you increase even only slightly that quote this lead to massive exploits. Happened already and CCP had to run to fix it.
Giving LP (aka creating ISK) for kills is plainy wrong as concept (this is why didnt work when tried), in EVE food chain the main role of PVP kills is to destroy assetts and ISKs, not to magically create new wealth.

FW works fine as it is; of course there's always rooms for adjustments and improvements but all your "ideas" are basically a global rewrite that would transform it in an arena game, not even part of EVE gameplay and standards.
Courath Al'viendi
Imperial Shipment
Amarr Empire
#80 - 2013-09-19 15:04:45 UTC
This last page of posts has burned my eyes out with its terrible ideas and caused me to crash my ship into the sun. Thanks.