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NullSec Sov Fix suggestion

Author
lafaya
Solar Pride
MIDAS 22
#1 - 2014-01-19 14:13:17 UTC
As a basis , I suggest to take what is offered by a Pandemic Legion pilot, namely spread one constellation to constellation capital and non-capital constellation systems. Whoever controls the constellation capital - controls whole constellation . The essence of my proposal is to give the opportunity for small alliances to have a claim in nullsec, as well as remove the need for the creation of huge coalitions.

Introduction:
I propose to make a permanently installed invulnerable TCU in all systems . They can only be " claimed." You can claim them by using special ship on a short distance away from TCU. Limit the number of "claimed ships" from the attacking side (eg a maximum of 1 claimed ship per corporation ) . Moreover, this ship should be well tanked ( as well as have immune to Doomsday ), but as soon as he would have started the ”claim” process, “claim ship” will recieve debuff, which is increase incoming damage. To gain controll over the system, the attacking side claim ship must affect a specific time on TCU by using the “claim module” / ability of the ship. Remove from the game such a thing as the SBU(they no more needed) and iHub’s (explanation will be in the following paragraphs ) .

Non-capital constellation system:
For all non-capital constellation systems timer is generated randomly (one timer for all non-capital constellation systems in constellation) from all possible Time Zones - early USTZ, USTZ , LATE USTZ, Early EU, Late EU, EU , AUTZ (aka early ru tz ) ru tz (aka early eu tz), late ru tz (aka early eu ). Non-capital constellation systems go into reinforced mode every 2 week / month (after reinforce mode, next timer will be again generated randomly). But all systems have only a limited amount of time for atackers to claim them (eg 4:00h , but this time should consider Tidi (ie increase depending on Tidi . ) ) Non-capital constellation systems - the key to the capital constellation system . For example, one constellation have totally 6 systems - the capital and 5 subordinate systems. If 3 of the 5 systems succeed claimed by atackers, then constellation capital will go into reinforced mode in next day. Capital reinforced mode timer set by defenders, but if the attackers took a certain number of subsystems , then they can move the timer (eg 3 hours for every Non-capital system captured in this constellation) . During reinforce time in non-capital constellation system only subcapitals can be used ( all capital / super capital should not be allowed into the system during non-capital constellation system reinforced mode, and those that are already here should throw in log off). Yes, many of the big coalition will be against it , but otherwise little alliances will have no chance for claim and nothing will change.

Constellation capital:
Battle for the capital, is the same as for non-capital constellation system, but you can use all kinds of ship ( capitals , etc.).
So as I suggested to remove iHub, then the ability to put a jump bridge will be only in Constellation capital. However, the number of bringes can be increased to 2-3 . Bridge can only bind to other constellation capital. As soon as the attacker “claim” TCU at constellation capital, all non-capital constellation systems wil be transferred to atackers who claim capital ( including stations , etc.). However, most likely you will need to give the a time for lost side to evacuate assets from stations ( such as a week after the a capital loss ) .

Capital of the region.
I suggest to make such a thing as the capital of the region. His timer to reinforced mode will turn off only when the alliance and its citizens alliance( about them later ) controls at least 50% + 1 of the systems in the region.

Borderline Constellation
In nullsec many regions have borders with NPC space or lowsec regions. That is why I propose to introduce such a concept as borderline constellation .In fact , the “claim” system will be the same, but their capitals have jump bridges to lowsec/npc space systems. An example of such borderline Constellation - HED-Gp in the Cache region.


Citizens Alliance
It would also be nice to create an Citizens Alliance mechanics. Whole constellation between the main alliance and Citizens Alliance may be tranferred at any time (if constellation not in reinforced mode . ) Also this citizens alliance duplicate all standings with the main alliance.

Mechanic Example .
Suppose, a small Brazilian alliance which is live in Stain region, noted that constellation in Esoteria soon will going into reinforced mode in theirs prime time . Since Darkness pf Despair actually don’t have much pilots in brazilian time zone, the attacker alliance took 4 of 5 subsystems. Thus, they are able to move the constellation capital reinforced mode timer in their prime time and gain an advantage vs allaince with bigger nubmers of pilots.

Claim Fee
Every month the alliance recieve bill payment for each controlled constellation. If it is not paid , then claim falls. The more the alliance (and its alliance Citizens ) have territories , the more expense bill for each subsequent constellation (ie if alliance control only one constellation, he , for example, pays 50 kk, if 3 - 50+ 60+ 70 = 180kk ) . This will help avoid moments when one large coalition control big part of eve nullsec region, but in some fo theirs regions no one even live.

To summarize:

- Simultaneous fights in 4-5 subsystems will remove lags and allow 100 vs 100 pvp
- Every time constellation will come out of reinforced mode, CCP can automatically buff node.
- Small alliances will be able to take some of nullsec pie.
- Pirate Alliances will terrorize the border systems , which will be key in logistics.
- Large coalition would lose their influence, as they will not be able to control every timer if they have bunch of space.
- Attacking side will be easier, if they can influence on the final timer of constellation.
Rivr Luzade
Coreli Corporation
Pandemic Legion
#2 - 2014-01-19 15:31:02 UTC
You are aware of the fact that, if this went through and even though it sounds quite compelling, that a certain coalition would steamroll other sov to a certain extend because of their unparalleled membership base who can fill a dozen and more maxed out sub-cap fleets to defend and attack space. In contrast, the currently only other block can only muster a small number of maxed sub-cap fleets, which in turn means that any resistance would be wiped out?
If you disagree, then please try this: Take a T2 frigate fleet of say 30 people, be neutral to locals, and roam around in Venal, Pure and Cloud Ring. Then count the minutes until your scouts report a 50 man C/BC or bigger gang. This is the current situation, believe it or not.

If there were several potent power blocks in EVE, not only 2, your idea might had a chance to work but with the current situation and the especially you Russians fleeing to CFC instead of fighting them, you effectively ruined all potential plans to change sov mechanics.

It is, of course, not good and outright a shame that you have to take the current situation that much into consideration but it is as it is. As it stand, however, your suggestion is not fit to change anything at all.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Dolorous Tremmens
The Scope
Gallente Federation
#3 - 2014-01-19 17:53:22 UTC
So now we can have SB's in a real, meaningful role that won't have everyone screaming nerf/buff them.

The "sov ship" must be there. Bombers are sneaky, and can be sneaky in numbers enough to blow that ship up everytime the right "time" occurs.

Having one capitol per constellation only means regions flip that much faster. Not a bad thing, no, but groups that are very finely tuned to taking sov could steamroll through multiple regions, in the time it takes to secure a single constellation, system by system.

Get some Eve. Make it yours.

Tamer
Russian Thunder Squad
Against ALL Authorities
#4 - 2014-01-19 21:26:16 UTC
Hi CCP.

The problem of sov wars in eve is reinforce mode of stations and hubs. Reinforces = timers = blobs = node crushes.

To solve overblob problem you should spread siege warfare over time and locations. For example you may change sov mechanics to point-defence principles:

- Players (with alliance and role) can anchor a number of strategic points (TCUs) with range at least 5 AU each other (or one per planet range). TCU always active. TCU have no global visibility, but can be easy scanned by probes. TCU is cheap deployable structure with lifetime ~1 hour and 5000m3 volume.

- Each claimable solarsystem have a claim pool. Claim pool is set of counters (from 0 to 1000000 claim points for each alliance). Alliance who have most points in pool claims the system. Counter and claim pool is property of solarsystem and always active.

- Player (member of any alliance) can interact with any TCU in range 100km to start claim process. He choose: 1) Gain 1 claim point per minute. 2) Regain 1 claim point per minute from specified alliance counter in pool. Warping out, flying out of range or cloaking stops pool interaction. You can add DUST players to this interaction mechanics also.

- Claim owner receives notification about claim activity in solarsystem for each 1000 points change, for example.

- TCU interaction have limit to players count. For example, cheap usual TCU have 50 players limit, but faction type TCU have 250. In this fact alliance can't bring all possible coalition blob to one TCU to get sov faster. Alliance leaders need to spread members between TCUs, organize maneurs, secondary fleetcoms and logistics.

- To increase efficiently of claiming may call friends or hire other alliances (include defferent time zones) for regain enemy counters.

I think, point-defence mechanics will bring a lot of life, pvp and fun in nullsec and will resolve supercapital blob problem.
Secret Squirrell
Allied Press Intergalactic
#5 - 2014-01-20 04:46:29 UTC  |  Edited by: Secret Squirrell
Tamer wrote:
Hi CCP.

The problem of sov wars in eve is reinforce mode of stations and hubs. Reinforces = timers = blobs = node crushes.

To solve overblob problem you should spread siege warfare over time and locations. For example you may change sov mechanics to point-defence principles:

- Players (with alliance and role) can anchor a number of strategic points (TCUs) with range at least 5 AU each other (or one per planet range). TCU always active. TCU have no global visibility, but can be easy scanned by probes. TCU is cheap deployable structure with lifetime ~1 hour and 5000m3 volume.

- Each claimable solarsystem have a claim pool. Claim pool is set of counters (from 0 to 1000000 claim points for each alliance). Alliance who have most points in pool claims the system. Counter and claim pool is property of solarsystem and always active.

- Player (member of any alliance) can interact with any TCU in range 100km to start claim process. He choose: 1) Gain 1 claim point per minute. 2) Regain 1 claim point per minute from specified alliance counter in pool. Warping out, flying out of range or cloaking stops pool interaction. You can add DUST players to this interaction mechanics also.

- Claim owner receives notification about claim activity in solarsystem for each 1000 points change, for example.

- TCU interaction have limit to players count. For example, cheap usual TCU have 50 players limit, but faction type TCU have 250. In this fact alliance can't bring all possible coalition blob to one TCU to get sov faster. Alliance leaders need to spread members between TCUs, organize maneurs, secondary fleetcoms and logistics.

- To increase efficiently of claiming may call friends or hire other alliances (include defferent time zones) for regain enemy counters.

I think, point-defence mechanics will bring a lot of life, pvp and fun in nullsec and will resolve supercapital blob problem.


How does this stop blobbing by the side with more numbers? All it does is stop you from using caps to fight back against the blob, interesting as your side is the one that would benefit.

Lets game it out, you have 1000 guys, I have 500. You start attacking my system, spreading out to 4 TCUs, 250 each. Obviously, I need to press the battle as your generating points faster then me. Option one, I warp 250 to each to two of your fleets to have a fair battle. You then warp the 2 free fleets onto grid with one of the engaged one, stomp my fleet 3:1, and then go bail out the 2nd fleet. Option two, I try to blob 1 of your fleets, you then counter blob, and I have to fight outnumbered 2:1, better odds, but still heavily favoring the blob.

Ok, so I decide to escalate to caps to fight your numerical advantage. I drop my cap fleet on one of your 250man fleets, the fleet then runs off to another TCU, and bubbles in my cap fleet for as long as it can. You then continue taking system while avoiding the fight. If I happen to get my cap fleet free, and try to get a fight at another TCU, you can just run again, repeat. Victory to the blob.

If you want to fix Sov, you need to create a space for the out numbered side to have a fighting chance against the blobbers, otherwise your just rewarding the side that can bring the most pilots. In the current conflict, the only reason the outnumbered side has a fighting chance is their cap fleet. Now I'm not saying that is an ideal solution, but if you're solution to sov takes that away, you need to replace it with something else, or else your not discouraging blobbing, your rewarding it, and making it the ultimate trump card. The problem is that it is really hard to create such a system that works in a sandbox, has an appropriate sandbox feel, and wouldn't be easily gamed by the side that can blob.
Tamer
Russian Thunder Squad
Against ALL Authorities
#6 - 2014-01-20 08:44:54 UTC  |  Edited by: Tamer
Alliance which have twice more people will gain twice more claim, its normal. You can siege other solarsystem white owner blobbing 4x250. Or you can drop larger fleet (500) to one of 250 TCU and destroy it while other will warp. Or hire more allies. Or faction TCU will support up to 100 interactions, ccp can calculate optimal value. Many variants, but each of them better than reinforce siege with 4000 local pilots.