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SOV tearing down the old.

First post
Author
Alavaria Fera
GoonWaffe
#121 - 2013-10-29 20:30:58 UTC
Kyle Sev wrote:
Krimishkev wrote:
This thread is ****, unsubscribed.

Grinding meaningless structures is the bane of EVE PVP, and people want to add more of them. You're idiots.

.......
Not sure if troll. Or dident read the thread.

Just like ganking is not pvp

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?

Baali Tekitsu
AQUILA INC
Verge of Collapse
#122 - 2013-10-30 09:53:37 UTC
In my opinion the focus should move from controlling regions to constellations and the distance to be traversed (with a capital) through one region should increase from 1 cyno to about 6 or 7 or even more. At the same time there should be mechanics that encourage corporations instead of alliances to control sov.
For instance I could imagine a mechanic where an alliance gets a bonus to jump bridge range but a corpororation a reduced sov cost. To make things more dynamic the amount of timers should be reduced to 1 per I-hub and 2 per station.
This would make owning a capital at a given location much more meaningful and people would think twice if they really need to control 6 or 7 regions without actually using them completely, just for the sake of a few systems.

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Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#123 - 2013-10-31 02:16:40 UTC
Baali Tekitsu wrote:
In my opinion the focus should move from controlling regions to constellations and the distance to be traversed (with a capital) through one region should increase from 1 cyno to about 6 or 7 or even more. At the same time there should be mechanics that encourage corporations instead of alliances to control sov.
For instance I could imagine a mechanic where an alliance gets a bonus to jump bridge range but a corpororation a reduced sov cost. To make things more dynamic the amount of timers should be reduced to 1 per I-hub and 2 per station.
This would make owning a capital at a given location much more meaningful and people would think twice if they really need to control 6 or 7 regions without actually using them completely, just for the sake of a few systems.

I concur, great ideas.

CCP Fozzie “We can see how much money people are making in nullsec and it is, a gigantic amount, a shit-ton… in null sec anomalies. “*

Kaalrus pwned..... :)

Baaldor
School of Applied Knowledge
Caldari State
#124 - 2013-10-31 02:26:03 UTC
Baali Tekitsu wrote:
In my opinion the focus should move from controlling regions to constellations and the distance to be traversed (with a capital) through one region should increase from 1 cyno to about 6 or 7 or even more.


Oh **** that.

That is just terrible.

and you should feel bad.
Varius Xeral
Doomheim
#125 - 2013-10-31 02:41:30 UTC  |  Edited by: Varius Xeral
Yeah, you can always identify a bad "fix" suggestion if it basically boils down to "more tedium and less incentive to even bother doing anything in nullsec". That said, a nerf to combat power projection, not logistic, would be fine after a profound mechanics change aimed at more regional and regular organic conflict and general nullsec gameplay (indy etc).

Nullsec fixes should make it more fun and compelling, not less than it already is.

Official Representative of The Nullsec Zealot Cabal

Kaarous Aldurald
Black Hydra Consortium.
#126 - 2013-10-31 02:57:47 UTC
Baaldor wrote:
Baali Tekitsu wrote:
In my opinion the focus should move from controlling regions to constellations and the distance to be traversed (with a capital) through one region should increase from 1 cyno to about 6 or 7 or even more.


Oh **** that.

That is just terrible.

and you should feel bad.


Yep. No one who has ever lived in nullsec for a decent period of time would say that. I haven't lived in null since the Great War, and the very thought of that "suggestion" still makes me shudder.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Alavaria Fera
GoonWaffe
#127 - 2013-10-31 03:25:29 UTC
Kaarous Aldurald wrote:
Baaldor wrote:
Baali Tekitsu wrote:
In my opinion the focus should move from controlling regions to constellations and the distance to be traversed (with a capital) through one region should increase from 1 cyno to about 6 or 7 or even more.

Oh **** that.

That is just terrible.

and you should feel bad.

Yep. No one who has ever lived in nullsec for a decent period of time would say that. I haven't lived in null since the Great War, and the very thought of that "suggestion" still makes me shudder.

Even more cyno alts for harry forever to shoot

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?

Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#128 - 2013-10-31 04:46:24 UTC
Alavaria Fera wrote:
Kaarous Aldurald wrote:
Baaldor wrote:
Baali Tekitsu wrote:
In my opinion the focus should move from controlling regions to constellations and the distance to be traversed (with a capital) through one region should increase from 1 cyno to about 6 or 7 or even more.

Oh **** that.

That is just terrible.

and you should feel bad.

Yep. No one who has ever lived in nullsec for a decent period of time would say that. I haven't lived in null since the Great War, and the very thought of that "suggestion" still makes me shudder.

Even more cyno alts for harry forever to shoot

Its not terrible, please explain why your cap leaving venal going to period basis should beat an interceptor going by gates by an hour or so. Its stupid. Capitals are OP without being able to jump around like the galaxy is a few jumps across.

Capitals should be regional defense and offense meaning it should be possible to deploy them in a region so they can defend or attack locally. Its how capital ships are used on Earth. They are deployed to the Indian ocean or the Middle East. They don't sit in Hawaii until something happens and magically teleport to a location.

I think the whole of non-mega alliance EvE would agree the way they jump around is stupid.

Caps should be unable to use jump bridges, caps should require a spool down time before jumping again, the longer the jump the longer the spool down. That'd stop all the multiple cyno alt issues wouldn't it since you could move you cyno alt while the jump drive is waiting to rejump.

CCP Fozzie “We can see how much money people are making in nullsec and it is, a gigantic amount, a shit-ton… in null sec anomalies. “*

Kaalrus pwned..... :)

Baali Tekitsu
AQUILA INC
Verge of Collapse
#129 - 2013-10-31 06:03:40 UTC
Varius Xeral wrote:
Yeah, you can always identify a bad "fix" suggestion if it basically boils down to "more tedium and less incentive to even bother doing anything in nullsec". That said, a nerf to combat power projection, not logistic, would be fine after a profound mechanics change aimed at more regional and regular organic conflict and general nullsec gameplay (indy etc).

Nullsec fixes should make it more fun and compelling, not less than it already is.


It would make actually planning ahead much more rewarding and create new tactical possibilities at the same rate it closes others.
Today you can move from the south (Omist) to the North (Branch) in a Jump drive calib V Carrier in 8 jumps, that's absolutely stupid.
It would also encourage people to produce their stuff locally rather than import it from HS.

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Onictus
Federal Navy Academy
Gallente Federation
#130 - 2013-10-31 06:07:36 UTC  |  Edited by: Onictus
Baali Tekitsu wrote:
Varius Xeral wrote:
Yeah, you can always identify a bad "fix" suggestion if it basically boils down to "more tedium and less incentive to even bother doing anything in nullsec". That said, a nerf to combat power projection, not logistic, would be fine after a profound mechanics change aimed at more regional and regular organic conflict and general nullsec gameplay (indy etc).

Nullsec fixes should make it more fun and compelling, not less than it already is.


It would make actually planning ahead much more rewarding and create new tactical possibilities at the same rate it closes others.
Today you can move from the south (Omist) to the North (Branch) in a Jump drive calib V Carrier in 8 jumps, that's absolutely stupid.
It would also encourage people to produce their stuff locally rather than import it from HS.



8 jumps........And five stops for fuel.

Having moved south to north before I spent three hours collecting fuel for 18 carriers. Not to mention you can't carry anything but ships the entire cargo had to be fuel.

.....And forget dreads or supers
Varius Xeral
Doomheim
#131 - 2013-10-31 06:08:48 UTC
Baali Tekitsu wrote:
It would make actually planning ahead much more rewarding and create new tactical possibilities at the same rate it closes others.
Today you can move from the south (Omist) to the North (Branch) in a Jump drive calib V Carrier in 8 jumps, that's absolutely stupid.
It would also encourage people to produce their stuff locally rather than import it from HS.


Yeah, the galaxy is definitely "too small" right now. But just fractioning jump distance and walking away is a terrible idea.

Again, a general nerf to power projection should go hand in hand with a comprehensive reworking of nullsec gameplay.

Official Representative of The Nullsec Zealot Cabal

PotatoOverdose
School of Applied Knowledge
Caldari State
#132 - 2013-10-31 06:39:39 UTC  |  Edited by: PotatoOverdose
Nerfing jump ranges only hurts the smaller entities. Think about it, is it easier for 10 guys to setup and maintain a cyno chain or a 1000 guys to setup and maintain the same cyno chain?

The only real way to make smaller entities competitive with larger entities in direct sov warfare would be to limit the total amount of force committed by both sides. Think wormholes, where the total mass of ships you can bring to bear to a given system in a few hours is essentially finite. However, that would kinda defeat the whole point of sov really.

A better way, which CCP seems to be pursuing atm, is to give smaller entities the ability to actually hurt larger entities. It's not practical, from a mechanics point of view, for an alliance of 1,000 dudes to beat an alliance of 35,000 dudes in open combat. Far better to give the 1,000 guys a means to hurt the larger alliance while avoiding a direct slugfest. That way, if the 1000 dudes hold a bit of space, it might not be "worth it" for the larger entities to attack their space directly.
Baali Tekitsu
AQUILA INC
Verge of Collapse
#133 - 2013-10-31 06:46:03 UTC
PotatoOverdose wrote:
Nerfing jump ranges only hurts the smaller entities. Think about it, is it easier for 10 guys to setup and maintain a cyno chain or a 1000 guys to setup and maintain the same cyno chain?



No, but once they do move their caps to the deployment area they have a decent advantage.

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PotatoOverdose
School of Applied Knowledge
Caldari State
#134 - 2013-10-31 06:48:34 UTC  |  Edited by: PotatoOverdose
Baali Tekitsu wrote:
PotatoOverdose wrote:
Nerfing jump ranges only hurts the smaller entities. Think about it, is it easier for 10 guys to setup and maintain a cyno chain or a 1000 guys to setup and maintain the same cyno chain?



No, but once they do move their caps to the deployment area they have a decent advantage.

So, 10 guys move their caps to the deployment area using an 8 jump cyno chain.
1000 guys move their caps to a deployment area using an 8 jump cyno chain.

How exactly does the 10 man gang have an advantage over the 1000 man gang?
Baali Tekitsu
AQUILA INC
Verge of Collapse
#135 - 2013-10-31 06:58:43 UTC
PotatoOverdose wrote:
Baali Tekitsu wrote:
PotatoOverdose wrote:
Nerfing jump ranges only hurts the smaller entities. Think about it, is it easier for 10 guys to setup and maintain a cyno chain or a 1000 guys to setup and maintain the same cyno chain?



No, but once they do move their caps to the deployment area they have a decent advantage.

So, 10 guys move their caps to the deployment area using am 8 jump cyno chain.
1000 guys move their caps to a deployment area using an 8 jump cyno chain.

How exactly does the 10 man gang have an advantage over the 1000 man gang?


If the 1000 man alliance is being attacked 25 cynojumps away at the same time they need to reconsider if they really need that space and want to jump ludicrous distances again and again and again.
Of course you cant expect that isboxing guy with his 10 alts to take sov from goonswarm, but corps/ alliances who can field a mix between caps and subcaps and are able to actually take advantage of it should be able to do so.

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Onictus
Federal Navy Academy
Gallente Federation
#136 - 2013-10-31 07:02:38 UTC
That looks vaguely like English, but it made no sense.
Baali Tekitsu
AQUILA INC
Verge of Collapse
#137 - 2013-10-31 07:04:47 UTC
Onictus wrote:
That looks vaguely like English, but it made no sense.

Please tell me which part you didn't understand and I might tell you what it meant.-

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PotatoOverdose
School of Applied Knowledge
Caldari State
#138 - 2013-10-31 07:13:49 UTC  |  Edited by: PotatoOverdose
Baali Tekitsu wrote:


If the 1000 man alliance is being attacked 25 cynojumps away at the same time they need to reconsider if they really need that space and want to jump ludicrous distances again and again and again.
Of course you cant expect that isboxing guy with his 10 alts to take sov from goonswarm, but corps/ alliances who can field a mix between caps and subcaps and are able to actually take advantage of it should be able to do so.

So the 1000 man gang sends 50 guys to deal with the 10 man gang leaving 950 behind to defend the campfire. Same result. In the old days BoB kicked everyone's teeth in, across multiple regions, just fine without massive cap fleets.

What you're not getting is that being able to jump stuff around easily is a massive boon to smaller entities living in null. Big entities can get along just fine without it because they always have, and they always will. We know what an eve without jumpdrives looks like. Jumpdrives aren't the problem.
Baali Tekitsu
AQUILA INC
Verge of Collapse
#139 - 2013-10-31 07:25:34 UTC
PotatoOverdose wrote:
Baali Tekitsu wrote:


If the 1000 man alliance is being attacked 25 cynojumps away at the same time they need to reconsider if they really need that space and want to jump ludicrous distances again and again and again.
Of course you cant expect that isboxing guy with his 10 alts to take sov from goonswarm, but corps/ alliances who can field a mix between caps and subcaps and are able to actually take advantage of it should be able to do so.

So the 1000 man gang sends 50 guys to deal with the 10 man gang leaving 950 behind to defend the campfire.


As I said Im not expecting that 10 man alt corp to do that, but alliances/corps to the tune of 100ish should be able to.
Also: lol that 1000 man gang wont just send 50 guys, because KILLMAILZ

Quote:
What you're not getting, is that being able to jump stuff around easily is a massive boon to smaller entities living in null. Big entities can get along just fine without it because they always have, and they always will. [b]We know what an eve without jumpdrives looks like. Jumpdrives aren't the problem.


Its an advantage if you want to do logistics as a small entity for sure, but not if you actually want to field caps in combat.
Im not talking about removing jump drives, Im talking about nerfing them (a lot).

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PotatoOverdose
School of Applied Knowledge
Caldari State
#140 - 2013-10-31 07:32:13 UTC  |  Edited by: PotatoOverdose
Baali Tekitsu wrote:
As I said Im not expecting that 10 man alt corp to do that, but alliances/corps to the tune of 100ish should be able to.
Also: lol that 1000 man gang wont just send 50 guys, because KILLMAILZ.


Just like the CFC didn't send Razor up north to fight BL/401k in the last war while the bulk of the CFC went south.
Granted, Razor failed miserably in their task but ...it's Razor, what can you expect?

Baali Tekitsu wrote:

Its an advantage if you want to do logistics as a small entity for sure, but not if you actually want to field caps in combat.
Im not talking about removing jump drives, Im talking about nerfing them (a lot).

Living in null as a small independent entity is ALL about logistics. If you cant get your people the right ships, replace their losses, sell their loot, your people die, they don't undock, and your alliance collapses. Toss off your renter shackles and join a self sufficient outfit, you might actually learn a thing or two.