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Sovereignty

Author
Grivan
State War Academy
Caldari State
#1 - 2014-02-23 13:57:09 UTC  |  Edited by: Grivan
I'll start off by saying that I'm sure CCP are working on this already and it wouldn't surprise me if we see the fruits of their labour by the end of the year, but still, I might have a good idea.

Secondly, I'm not sure if this is a good idea, or has been thought of before - I don't play in null and I don't keep up with F+I. But then again, I may have struck on gold and silence in that case would be foolish.

The current problem with sovereignty at the moment, as I understand it, is twofold:
- It's all about putting up structures and then bashing other people's - thus boring
- It's too difficult for smaller groups to challenge the sovereignty in any meaningful way and for new alliances to gain a foothold.

So my idea:

Sovereignty would be based on a percentage. Actions taken by an alliance generate more and more percentage to reach a threshold which marks them as the owners of the system - other alliances can still claim sovereignty percentage in the same area and anyone can undo the actions of alliances to reduce the alliance's sovereignty percentage.

Some made up numbers:

- A brand new system is spawned, no one holds any sovereignty (everyone is at 0%). This system functions like NPC space; whenever no single alliance claims overall sovereignty (including when sov drops due to going below 50%) then the NPC's should be stronger to make living there worthwhile and to reflect that NPC pirates move in to uncontrolled areas; this will also encourage smaller groups to run sites and so on. This should consequently make it harder for an alliance to claim sov and will require them to take fairly firm control of the area.

- When an area has 0% sovereignty then any alliance can drop a TCU. This gives you an automatic 15% sovereignty claim. The TCU will affect all systems in a 2-3 jump radius - This means you do not need to 'own' every single system and opens up interesting logistical games. The sovereignty in all area's under that TCU is the same and activity in any of the systems goes towards that %. (where overlap occurs, the TCU placed first will claim it's area first then any that overlap will just exert claim over a smaller area - which could be used tactically.

- Once at least one alliance has a 30% claim then all TCU belonging to alliances with less than 30% are deactivated and self destruct in 24 hours. No new TCU can be placed until your alliance has 30% or more. This may need playing with to make it easier to a new alliance to get their TCU up and running

- In order to claim overall control you need 50% sovereignty. Once you have that you can build a station and get all the other bonuses/perks etc. If your % drops below 50% and you lose sovereignty then your space reverts to NPC like state (station is FFA and no bonuses/perks OR your station locks down)

- POS ownership generates % - I'm not sure on the current proliferation of them so these are vague numbers. But every 3 POS in the TCU area grants 5% (up to a max of 25%).

- You can place up to 5 sovereignty relays in 5 systems controlled by the TCU, each gives 2%. These will be smaller structures with no reinforcement - easily blown up by a smaller group. The effect on sovereignty is instantaneous.

- The POS and sovereignty relay's make up the 'static' claims - alongside the TCU, gives you a max of 50% sovereignty. This means you can statically own the area controlled by the TCU - but it is at high risk as the relays are easy to kill.

- Fluid factors (completion of complexes, earning of bounties, mining, number of pilots, whatever) are a measure of how active the alliance is versus how active others are. This should also be affected by attacks by other groups (perhaps a measure of isk lost/destroyed in PVP). These will make up the final 50%. You could also include ESS in here; for a new incentive to use them.

- If your alliance is not living in the system then it will be hard to maintain 50% or higher and that will be susceptible to others using your space for it's resources (removing % from you) and blowing up your relays. Therefore, sovereignty is not a measure of your ability to jump Cap's into every system when a POS in reinforced. It becomes a measure of a) your ability to prevent concerted attacks on your infrastructure (POS's) b) your ability to secure the space from raids (keeping relay's up, stopping ratting/plexing) and c) how much your pilots actually utilise this space

If another alliance is 'living' in your space, then they will rack up % for themselves - they can get the POS bonuses as well. If it's a non-alliance group then they can not earn % but they can hamper the owning alliances ability to earn their %. An example would be, you get 10% for earning 75% or more of all bounties in a week - if a group comes in and keeps ratting then you may lose this.
Xe'Cara'eos
A Big Enough Lever
#2 - 2014-02-23 16:00:38 UTC
I do rather like this (shooting structures is boring) - but it does rather destroy the renter dynamic
obviously this is not perfect, numbers will need tuning, bits will need taking out and putting in, but it IS an excellent idea egg

For posting an idea into F&I: come up with idea, try and think how people could abuse this, try to fix your idea - loop the process until you can't see how it could be abused, then post to the forums to let us figure out how to abuse it..... If your idea can be abused, it [u]WILL[/u] be.

Trii Seo
Goonswarm Federation
#3 - 2014-02-23 16:06:12 UTC
Um, maybe you should look into how sov actually works before making fix suggestions. POS-based sovereignity ceased to be a thing in Dominion.

Proud pilot of the Imperium

Arek'Jaalan: Heliograph

Grivan
State War Academy
Caldari State
#4 - 2014-02-23 16:26:39 UTC  |  Edited by: Grivan
Trii Seo wrote:
Um, maybe you should look into how sov actually works before making fix suggestions. POS-based sovereignity ceased to be a thing in Dominion.


Yeah. I don't actually play with Sov, I assumed POS's still played a direct part. I changed POS to Structures.

The use of POS's in my new idea can become any structure you like. The principle idea is that it is split into two parts: Static and fluid and you can theoretically claim sovereignty with either, though obviously a combination is best. And you don't have to destroy every structure and build loads to claim/take it.

Regarding renters - you could formalise the arrangement (so the owning alliance delegates TCU's to another alliance for a fee and the new alliance is responsible to maintaining the sov %. Alternately it can remain informal and the renting alliance just has to maintain the %.

The issues will come in organising borders; which should cause some tensions and fights.
Anhenka
The New Federation
Sigma Grindset
#5 - 2014-02-23 17:31:37 UTC
1: POS spam was bad, terribly, insanely bad way of dictating sov. It will never, ever come back.


2: The idea that an alliance must be forced to carebear in mass in order to hold space is equally ridiculous. Not all alliances are largely comprised of PvE pilots who occasionally PvP in massive fleets. There are quite a few small or moderately sized (in players) sovholding alliances oriented towards PvP that hold far more space than they would if they were forced to carebear constantly for it. And this is a good thing. Size and willingness to spend hours grinding red crosses should not be the only metric for a successful alliance.


3: There is more, but it's going to have to wait a while till I get back cause the other guy in my apartment's car just started spraying power steering fluid on the other site of town in 10 degrees F and 5 inches of snow.
Grivan
State War Academy
Caldari State
#6 - 2014-02-23 17:52:28 UTC  |  Edited by: Grivan
Anhenka wrote:
1: POS spam was bad, terribly, insanely bad way of dictating sov. It will never, ever come back.


2: The idea that an alliance must be forced to carebear in mass in order to hold space is equally ridiculous. Not all alliances are largely comprised of PvE pilots who occasionally PvP in massive fleets. There are quite a few small or moderately sized (in players) sovholding alliances oriented towards PvP that hold far more space than they would if they were forced to carebear constantly for it. And this is a good thing. Size and willingness to spend hours grinding red crosses should not be the only metric for a successful alliance.


3: There is more, but it's going to have to wait a while till I get back cause the other guy in my apartment's car just started spraying power steering fluid on the other site of town in 10 degrees F and 5 inches of snow.


I will jump in while you you're out, because I can understand your points but think (and hope) I have good counter arguments.

Firstly, the criteria I outlined above are merely suggestions, the main idea I'm proposing is the principle of the percentage based sov mechanic, by which there is more than one way to take and hold sov (you don't have to do all of them) and it also gives smaller group the ability to disrupt this process and also moves away from the straight structure shoot/blob situation.

1: Definitely, I agree. But there would be a hard cap on the amount of % you can earn via POS's and the numbers required to earn each block of % can be changed - plus it's potentially over many systems. Though may need to be scaled according to the range of the TCU (just thinking about a TCU in a dead-end system). You would also not be required to hit that cap in order to claim sov and you would not be required to destroy all enemy POS's in order to remove their sov. The reason I chose POS's was to have a fairly strong and durable way of maintaining a good amount of sov., but which did not, by itself, mean you had an iron grip on the area.

2: It doesn't have to be carebear activities at all. I'm sure a workable metric around the amount of PVP damage done in the area can be used: if the alliance is losing significantly more in ISK terms then they get 0%, if they are 'doing ok' they get 10% and if they are killing significantly more they get 20% (or whatever). If there is no PVP or little PVP then they get the bonus still.

My point in having the fluid measures is this: An alliance with a stupidly large cap fleet should not be able to barge their way around the universe, claiming sov through muscling people out of the way and dropping their structures and then do nothing with that space (or rent it out). Having the fluid factors means that you need to use the space (in some way or another) - but if the static factors allow a significant portion of the sov to be gained that way then you do not have to do much of the fluidity. It gives the alliances the flexibility on how to hold that sov, but does mean, in one way or another, they need to actively use and hold that space. Even if it's just replacing the sovereignty relays.

If the alliance is not interested in 'using' the space for rats, ore, plexes, whatever. Then my question is, what do they need all that sov for? If you just want to fight people then you can pick a corner of space, set up a few stations and base out of there.

Another possibility is this:

Instead of using POS's, you have the relay's which retain the same function but account for a lot more of the %, they remain relatively easy to kill (by POS standards) and have no reinforcement. They should maybe take 1 hour to online. When the % drops to a certain point the TCU drops into a 24 hour off-lining state after which, if sovereignty has not been restored to the threshold levels it self destructs. This means that if your space is not secured then a group could come in and remove your relays and put your sov at risk (though, if you have fluid factors in play then this WILL NOT happen) - you then have 24 hours to regain control with relays.

This removes structure bashing completely and focuses more on securing your space and having fights in space to defend/attack. If you're not active in your space they will go down quickly and your sov will drop. So the emphasis is on being active in the area (you can still get 50% without fluid factors and if you're active in a PVP sense then you can keep your relays up).
Anhenka
The New Federation
Sigma Grindset
#7 - 2014-02-23 19:52:04 UTC
Grivan wrote:
~stuff~



A: You have a system where unless an alliance wants to live and rat there, they need to spam POS's and maintain them at great time expenditure, then continuously babysit weak sov structures that don't have a reinforcement timer, and still are below the 50% mark unless they carebear. You also have weak structures without reinforcement timers results in entire regions getting blitzed by any modern fleet in a single day. This does not work.

B: PvP metrics do not work. If I hold space, it is my goal to kill anyone not blue to me on sight, not to allow them to wander around my space until they are in a system that could use a sov buff, then try to kill them. Having **** space security should not be a requirement to hold space either.


Grivan wrote:
If the alliance is not interested in 'using' the space for rats, ore, plexes, whatever. Then my question is, what do they need all that sov for? If you just want to fight people then you can pick a corner of space, set up a few stations and base out of there.


Renting, moon control, supercap building, jump bridges, buffer zoning away enemies, or whatever else they damn well feel like.

This is a PvP game, anyone with the pilots, time, money, and coordination to defend their space from all contestants can hold as much space as they have the fortitude to defend. This should not change just because some people are sore that PvP centered alliances hold more space than they need in order to rat in. That's the mindset of the carebear. The mindset of the ignored.

By the way, POS's were removed from the requirements to hold nullsec space years ago. That you were not aware of this speaks highly to the quality and understanding of your ideas.

Grivan
State War Academy
Caldari State
#8 - 2014-02-24 00:29:07 UTC  |  Edited by: Grivan
Anhenka wrote:

A: You have a system where unless an alliance wants to live and rat there, they need to spam POS's and maintain them at great time expenditure, then continuously babysit weak sov structures that don't have a reinforcement timer, and still are below the 50% mark unless they carebear. You also have weak structures without reinforcement timers results in entire regions getting blitzed by any modern fleet in a single day. This does not work.

B: PvP metrics do not work. If I hold space, it is my goal to kill anyone not blue to me on sight, not to allow them to wander around my space until they are in a system that could use a sov buff, then try to kill them. Having **** space security should not be a requirement to hold space either.


A: I have a system whereby an alliance can can control multiple systems under one mechanism that (if we take my amended idea of using the relays) does not require POS spam - it wouldn't be per system (so it's not a case of defending/fighting for every single system). This is jumping into your later point a bit, but yes, I think an alliance should be using the space to claim sovereignty over it, but I'll come back to that. The relay's should take some concerted effort to destroy, but the point is, without reinforcement they can be destroyed in one go and have immediate effect. I don't mean every 20 man gang can come in and wipe them all out, but yes, there should be some expectation on you being able to defend them - plus you get the 24 hour period to rebuild (this is your reinforcement timer); though I'd argue that if your structures get blitzed by a fleet then you're in no fit state to hold sov (and what is qualitatively different to them blitzing your stuff right now?).

B: If no PVP is occurring in the particular area then you automatically gain the sov %. You only lose the % if the PVP that does occur is not going in your favour (i.e. you're losing). So even if you have limited engagements in an area, provided they don't keep beating you, then you'll be fine.

Anhenka wrote:

Renting, moon control, supercap building, jump bridges, buffer zoning away enemies, or whatever else they damn well feel like.

This is a PvP game, anyone with the pilots, time, money, and coordination to defend their space from all contestants can hold as much space as they have the fortitude to defend. This should not change just because some people are sore that PvP centered alliances hold more space than they need in order to rat in. That's the mindset of the carebear. The mindset of the ignored.

By the way, POS's were removed from the requirements to hold nullsec space years ago. That you were not aware of this speaks highly to the quality and understanding of your ideas.


Renting can still occur precisely as before, just the renter needs to maintain sov. Or a mechanic can be built in to tie it to an actual contract.

Moon control - you can still mine the moons if it isn't under your sov and you can prevent others from taking sov in those areas. If you can't hold sov/drive others away then maybe you shouldn't have the moons in the first place.

Supercap building - Same as above really. Perhaps there will actually be some risk to building the super fleets in 0.0

Jump bridges - Use unclaimed/hostile null - go on, take a risk.

buffer zoning - stop others claiming sov in the buffer (it's easier to prevent others claiming than it is for you to claim)

I'm no carebear though I'm sure in some respects I am ignored. However, I have no vested interested in null whatsoever, I just decided to spend some time thinking about null sov and decided to post the results. This isn't to achieve some agenda or objective. Yes, if you have a large army you can stomp around and burn all you like, but that doesn't mean you should automatically get to keep it all. Under the current mechanics it means you can, yes, but most people seem to agree that the current mechanics are rubbish - just because my idea breaks the status quo does not make it bad. I'm sure there are numerous flaws in my idea, but it changing how easy it is for super coalitions to control all the space is not one of them. Rather, it is still just as easy for the coalitions to conquer all the space they like, this idea makes it difficult for them to hold it all; that's the crucial part - it puts a large part of the sovereignty claim at risk if there is no one around to defend it. Isn't that how it should be?

If you claim 500 systems and only choose to live in 100, why should the fact that you build some structures that gain 24 hours immunity, giving you time to hotdrop your massive fleet in, mean that those systems can not be lost because you have the biggest toy box. The idea of the fluid nature of sov % means you have to be more active in maintaining your sov and if you have too much land, then too bad!

This idea would likely mean that alliances would have less space, there'd be more unclaimed space and more skirmishes by alliances and corps to prevent others taking space. There'd be more risk as you'd have to make sure you could hold what you claimed. In short, it'd probably cause a lot of fighting - which as the PVP centered alliances are sure to agree, is a good thing? Yes, it will threaten the cosy little empires they have going on, where they make their 100 titans in peace and then stamp on the little guy.

Should an alliance be using the space in order to claim sov? Yes, I think so. It doesn't have to be carebearing and it doesn't have to be a structure spam. There ought to be a combination of the two (plus straight PVP). I just fail to see the value in having vast swathes of space claimed but unused and then unusable because the little guy will just get hotdropped.
Anhenka
The New Federation
Sigma Grindset
#9 - 2014-02-24 00:57:37 UTC  |  Edited by: Anhenka
Grivan wrote:

Should an alliance be using the space in order to claim sov? Yes, I think so. It doesn't have to be carebearing and it doesn't have to be a structure spam. There ought to be a combination of the two (plus straight PVP).


POS spam is a bad idea because maintaining dozens or hundreds of POS's is the sort of pointless thing that makes logistical teams contemplate a bowl of pills and a whiskey chaser, or more likely not logging in to play EVE.

Structures that don't permit solid control of sov are useless, especially since your design forces there to still be significant PvE activity. Say I have a dozen POS's, a station and a TCU. Apparently that is all less valuable than someone dropping a ratting macro in that system, or a particularly dedicated ratting alt, and unless I bring my own ratting alt in and rat, I could lose control of the system to a single macro ratter. This is bad game design in many ways.

No great empire was ever built on "Who farmed there and thus deserved the land". Empires are built with sword or laser and killing, displacing, or subjugating those in the invaded area. "But I mine here!" is never an acceptable metric for deciding who gets to call it their own.

If you are not willing to defend your space by military might, then leave. If you are not willing to try and claim space by military force or diplomacy, then rent or move to NPC space. The end game of EVE is empire building, and the primary method of taking claimed space or retaining space held by might of arms will never be the ability to shoot more NPC's or mine more rocks than the current inhabitants.

That you have no stake in nullsec is apparent. No member of an even remotely successful military based sov owning alliance would propose to hand over campaign success and responsibilities to whoever can convince the most carebears to go rat in enemy space.

Edit: Get a picture. I feel foolish arguing against someone who has not even logged in for years.
Grivan
State War Academy
Caldari State
#10 - 2014-02-24 20:39:19 UTC
Anhenka wrote:


POS spam is a bad idea because maintaining dozens or hundreds of POS's is the sort of pointless thing that makes logistical teams contemplate a bowl of pills and a whiskey chaser, or more likely not logging in to play EVE.

Structures that don't permit solid control of sov are useless, especially since your design forces there to still be significant PvE activity. Say I have a dozen POS's, a station and a TCU. Apparently that is all less valuable than someone dropping a ratting macro in that system, or a particularly dedicated ratting alt, and unless I bring my own ratting alt in and rat, I could lose control of the system to a single macro ratter. This is bad game design in many ways.

No great empire was ever built on "Who farmed there and thus deserved the land". Empires are built with sword or laser and killing, displacing, or subjugating those in the invaded area. "But I mine here!" is never an acceptable metric for deciding who gets to call it their own.

If you are not willing to defend your space by military might, then leave. If you are not willing to try and claim space by military force or diplomacy, then rent or move to NPC space. The end game of EVE is empire building, and the primary method of taking claimed space or retaining space held by might of arms will never be the ability to shoot more NPC's or mine more rocks than the current inhabitants.

That you have no stake in nullsec is apparent. No member of an even remotely successful military based sov owning alliance would propose to hand over campaign success and responsibilities to whoever can convince the most carebears to go rat in enemy space.


I think you're drawing too heavily on the numbers I used as deliberately arbitrary numbers (and exaggerating them somewhat). In my first idea you wouldn't need dozens of POS's (maybe 15 in total, across all systems). Never did I suggest that PVE should be weighted more than anything, certainly not more than all the structure % combined. You'd only need 50% to claim sov, so you can ignore a lot of the criteria for the extra few % if you wish - the idea was you could claim sov with just structures if you so desired.

No great empire? There is a key difference between any real world empire and an EVE empire and that is cyno's/bridges. You are right, strength of arms is all that matters when it comes to conquering space (and I agree with that completely - if you are kicking their ass, you should be able to shift them). They key difference between say, the Roman legions being able to beat any force and say, Goonswarm doing the same is this:

- The Roman army had to be split, to defend multiple areas at the same time. Combined, their legions could defeat any army, but because they controlled a vast empire, their army was split and had to stay split - no teleports!

- Goonswarm (or whoever) can cyno their fleet anywhere they wish and they can set the reinforcement timer to any they wish. The mechanics of sov allow the biggest alliance to dictate the battle so that they can blob any opposition out of the sky and there is no way for that to be countered. Look at almost every empire in real life history, they conquered, they settled, they built, they taught, they lived there.

This is the key point I'm making - Yes, with your vast army you can conquer as much space as you like but if you are not living there, using it, populating it then do you really hold sovereignty there? It'd be like the British Empire invading India then calling all the troops home because they prefer Englands resources and still expecting India to remain part of the empire (of course, you're thinking, but they can just send the troops in again - yes, but in the real world that takes weeks, in EVE it takes hours) and this is the crucial part. It all relies on the mechanic of jumping in a massive capital fleet.

I can hear you say "but that's how null sec works!" - but this is not a valid counter argument. Just because this is how things currently work, does not mean that it is how they should stay. I do not think that pure military power (in the form of cap fleets jumping around and blobbing) is a great way to resolve how sov is held. Perhaps that point of view messes up your alliances nice little life, I don't know, but you seem very attached to it. It is however, poor game design.

My idea (the principle of having multiple sovereignty criteria) allows for greater fluidity in the holding of sovereignty. You still have your 24 hour respite in the form of the TCU offlining, but in my idea, the damage is already done (the relays are dead). This means you have to do more fighting, but what you can't do, is pick a time that suits you and jump in as many ships as possible, instead you have to defend as and when your enemies attack (imagine that?). If you lose, you have 24 hours to get your relays back on. Of course, if you're actively living in the area, your % probably won't drop down past 50% so you don't have to worry as much about the relays. Before you scream PVE at me, I believe the biggest weight there should be in the form of the PVP metric.

Pure PVP alliances can still hold their sov, it may not be as much as before. You can PVP to protect your relays, you can PVP to stop people attacking and get your PVP metric up and you can PVP in other people's space to drop their sov.

Anhenka wrote:

That you have no stake in nullsec is apparent. No member of an even remotely successful military based sov owning alliance would propose to hand over campaign success and responsibilities to whoever can convince the most carebears to go rat in enemy space.


This is a really interesting quote. You do realise that this is the definition of almost every single military conquest ever?
Grivan
State War Academy
Caldari State
#11 - 2014-02-24 20:46:36 UTC
Word limit.

Every military conquest is for land, people and resources. Yes, the whole point is that the government comes in afterwards, sets it to rights and carebears it (farms, builds, teaches etc). The only empire I can think of that didn't do this were the Mongols.

Plus. I don't advocate handing it over to the carebears. I advocate handing it over to your pilots to actively defend the space from multiple threats. Not throw a TCU up and wait for the reinforcement timer.

Do you really believe that the alliances today are fighting a real war? That idea is laughable. They are too rich for the losses to matter, the battles have no strategy and no tactics, the positioning and logistics mean nothing. At least, not by the standards of an actual war. With my idea you'd have merc corps hitting outlying relays, you'd have neutrals farming your space and dropping your %, you'd have enemy alliances hitting multiple places at once. You'd still have your cap fights, yes, but more can be done by the little guy.
Kash Nirukhi
Federal Navy Academy
Gallente Federation
#12 - 2014-04-15 05:19:06 UTC  |  Edited by: Kash Nirukhi
what about we move toward a system of only de facto sovereignty.

1) mining /ratting indices are dynamic and depend on the local activity. no ihub is required.
2) stations can be captured (by negotiation and transfer of the defender ) or destroyed.
3) No sovereignty structures with timers ( hubs, sbu, tcu)
4) more pvp and intel structures that can be deployed and destroyed to maintain your de facto presence.
- deployable guns, batteries ,deployable cameras or movement sensors,...
5) stations get way more offensive and defensive options. The defense should be an active team effort and give some castle siege feeling.
( increase station size a lot so bubbling it becomes a team effort, add multiple undocks, give it pg and cpu allowing pos modules and -gunners and windows to look outside, maybe an emergency station shield requiring fuel..., give the station a powerful system scanner, a station should have a central command room where f.e. all system information is neatly visible (screens showing gates and other stuff where you anchored deployable cameras., ppl with the roles or invitation can go from their office to the central command room ...)

6) stations become destructible ... but the structure can only be grinded by sub capital ships, allowing to mount a defense from somewhere else.

7) stations become modular, with a relatively cheap but vulnerable base and the option to add
offices, research slots, manufacturing slots, extra power grid /cpu to mount pos modules around the station, refinery ,...

8) station windows: people can see the fight happening from a cool perspective


TLDR stations become forts in deserts of lawlessness; the only sov you have is your defacto presence.