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Warfare & Tactics

 
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FW rebal thread

Author
Flyinghotpocket
Small Focused Memes
Ragequit Cancel Sub
#41 - 2014-04-16 18:07:07 UTC  |  Edited by: Flyinghotpocket
ALUCARD 1208 wrote:
Catherine Laartii wrote:
considered a harpy with 90 sensor strength a viable option,


My tengu has well over 100 sensor strength and still gets jammed.

Just pick up missions with an alt and main and sit alt off accel gate to mission cloaked in a covops or something(if u have 2 screens) anything warps to ur gate warp out t3 and cloak... always make a safe in system missions in as ur warping to accel gate makes a great bug out point.....


our augorors with over 200 sensor strenght still get jammed. and lead to the rage quit of 2 of my members from eve permanently.

Amarr Militia Representative - A jar of nitro

X Gallentius
Black Eagle1
#42 - 2014-04-16 18:28:59 UTC
Thanatos Marathon wrote:
That or you could just get rid of FW missions.
FW missions provide a way for the victors to continue to make isk even though the other side has given up and ceded the entire warzone.
ALUCARD 1208
Naga's Be Trippin
#43 - 2014-04-16 18:34:18 UTC  |  Edited by: ALUCARD 1208
Thanatos Marathon wrote:
That or you could just get rid of FW missions.


This would lead to the Plex farming becoming more rampant as people try and grind isk to feed there pvp habits and the warzone control would swing alot more eradicly atleast once the initial grinds over most farmers move to missions and the warzone kinda settles a bit .... think about it
Catherine Laartii
Doomheim
#44 - 2014-04-16 21:30:11 UTC  |  Edited by: Catherine Laartii
Veskrashen wrote:
Catherine Laartii wrote:
The setup with the merlin works for me generally because most of the time it's only the initial light spawns that cause any severe issue. Dropping them, especially the t1 dessies is extremely easy; shades of gray does have an elite spawn, but they take so long to get within weapons range to you that it's a complete non-issue to that mission and many of the commander-killing missions as well. The timetable actually balances out fairly nicely, especially if you have a wingman, and the missions that I generally avoid are ones where there are battleship neuts, and that one with the starbase main reactor. Other than that, you can solo the indy-killing ones quite easily, and if you have a buddy they and the commander-killing missions go extremely quickly.

Staying power is FAR less of an issue than you might think; in the caldari missions, the railguns and blasters can't hit the broadside of a barn if they're larger than smalls, so you only barely get scratched by any as long as you're moving and NOT moving straight at or away from a battleship. The same applies to the amarr missions, and considering the resists on that harpy fit vs kin/therm, the issue with being peppered my missiles won't really be too much of a problem with the passive shield regen.

I will simply point out that everything you have said is true and correct for Caldari, Amarr, and Minmatar missions. None of your information about staying power / etc is at all correct for Gallente missions. I've run Caldari and Minmatar missions with ease on alts less than 3 months old - Gallente ones are in a completely different league.

In Gallente missions, the frigates can hit out to 35km with light missiles, the cruisers out to 96km with heavies (200+ for the elite versions) and the battleships can hit out to 200+km as well. You simply can't outrange them and can't speedtank them. And that doesn't factor in the multiple ECM boats in each mission, which can completely hose your DPS application. Against the commander rats, that can make missions take 4-5x as long as normal to complete. I've been jammed 14 times in a single L4 Lethal Strike while running a 120+ sensor strength Tengu.

I totally agree that your Merlin / Harpy setups are perfectly viable in Caldari missions. I invite you to make an alt and try the Gallente ones - or even make and alt and tag along into a mission with a GalMil pilot to see it for yourself. There is literally no comparison between the Gallente missions and the rest of the factions in terms of difficulty / ship requirements.



You are completely correct with those statements; I have not done a gallente mission to save my life, nor will I ever probably do one. And I do suppose the same would be true otherwise for the galente missions since the passive regen probably would not work at all to compensate. There might have been an incursus setup I tinkered with awhile back that could ahve worked, but as you pointed out sensor strength and the overwhelming number of missiles, significantly more than even the amarr missions deal with, are the defining factors that do not normally allow for that kind of thing to happen. I have been optimisitic, and have shuttled a few fits here and there over to one of my friends who I talk to who was in gal mil quite a bit, as well as Loren Gallen while he was still acive.

That being said, ship engineering is a big part of my life in this game. I have been continuously disappointed by how overpowered the rats seem to be in anti-caldari missions, so putting my stock into something like that harpy build is my way of saying i literally have no idea what kind of frigate could stand up to those missions and run them effectively compared to a t3 or Hac.

Speaking of a hac, Maybe my sacrilige setup I run pirate missions in null might be able to be adapted to this in a pinch:
[Sacrilege]

[High Slots]
Heavy Missile Launcher II, Scourge Fury Heavy Missile
Heavy Missile Launcher II, Scourge Fury Heavy Missile
Heavy Missile Launcher II, Scourge Fury Heavy Missile
Heavy Missile Launcher II, Scourge Fury Heavy Missile
Heavy Missile Launcher II, Scourge Fury Heavy Missile
Improved Cloaking Device II

[Med Slots]
Conjunctive Radar ECCM Scanning Array I
Conjunctive Radar ECCM Scanning Array I
Cap Recharger II
Gistum C-Type 10MN Microwarpdrive

[Low Slots]
Medium Armor Repairer II
Medium Armor Repairer II
Corelum C-Type Energized Thermic Membrane
Ballistic Control System II
Ballistic Control System II

[Rigs]
Medium Capacitor Control Circuit II
Medium Capacitor Control Circuit II

[Drones]
Vespa EC-600 x 5
MWD/cloak trick and warp stabs to negate camps are ideal; haven't lost it to a gatecamp yet. Drones are for emergency jams if there's a hictor or something on the camp, or if someone drops in on your mission and you're not paying attention. They can be swapped to t2 combat drones at your leisure. It's also good bit cheaper than a t3, and has a better active tank than an ishtar. Not entirely sure on the details with comparing it with the ishtar's drones, so I'll leave that up to you guys. Whole setup is permastable without any implants, btw.
Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#45 - 2014-04-16 21:59:29 UTC
Catherine Laartii wrote:
Anyone have any good ideas to add instead of just poo-pooing the OP? Would be open to anything, however small or unique.

I would like to contribute, but as I'm a pirate and not a militia member, I guess you aren't looking for my input based on your OP.
Catherine Laartii
Doomheim
#46 - 2014-04-16 22:04:15 UTC
Scipio Artelius wrote:
Catherine Laartii wrote:
Anyone have any good ideas to add instead of just poo-pooing the OP? Would be open to anything, however small or unique.

I would like to contribute, but as I'm a pirate and not a militia member, I guess you aren't looking for my input based on your OP.


Something from your persepctive off attacking militia members might be good to contribute
Veskrashen
Deep Core Mining Inc.
Caldari State
#47 - 2014-04-17 00:28:08 UTC
Catherine Laartii wrote:
*deleted Sacrilege setup*

HACs definitely work - a lot of folks will use an Ishtar for FW missions, with Sentries / MWD / Cloak. I prefer being able to warp around cloaked, but that's partly because I'm lazy, partly because you don't need an overwhelming tank to deal with the DPS (500-600 is plenty), and partly because going for massive DPS isn't necessarily a good tradeoff over the warp speed bonus that you can get using a Gravitational Capacitor propulsion subsystem. Since in the Cal/Gal warzone - having to do about 30-40 jumps round trip to gather your missions, plus another 50-60 jumps to run them all and get back home - travel time is really the determining factor, I find being able to hit about 5 au/sec in a cloaky Proteus offers the best of all worlds.

Here's my current fit for reference:
[Proteus, FW Missions Budget Cloaky DPS]
Damage Control II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Energized Adaptive Nano Membrane II
Medium Ancillary Armor Repairer, Nanite Repair Paste

Conjunctive Magnetometric ECCM Scanning Array I
Experimental 10MN Microwarpdrive I
Capacitor Recharger II
Large Capacitor Battery II

Covert Ops Cloaking Device II
250mm Railgun II, Caldari Navy Antimatter Charge M
250mm Railgun II, Caldari Navy Antimatter Charge M
250mm Railgun II, Caldari Navy Antimatter Charge M
250mm Railgun II, Caldari Navy Antimatter Charge M
250mm Railgun II, Caldari Navy Antimatter Charge M

Medium Capacitor Control Circuit II
Medium Auxiliary Nano Pump II
Medium Auxiliary Nano Pump I

Proteus Defensive - Nanobot Injector
Proteus Electronics - Dissolution Sequencer
Proteus Propulsion - Gravitational Capacitor
Proteus Offensive - Covert Reconfiguration
Proteus Engineering - Power Core Multiplier

This fit is cap stable with the MWD off and repper running, and while the paste holds you tank 1000+ DPS in Caldari missions. You do roughly 450dps out to 20km, and can reliably start applying DPS with antimatter out to about 35-40. Sensor strength with low-grade Spurs clocks in at 80-90 depending on your skills. The usual plan is to MWD to 20km, engaging at 30km or so, and pulse the repper as needed. If you run out of paste, just leave it on autorepeat - you're still repping over 300dps and have a pretty decent armor buffer. Warps at about 4.9AU/sec give or take, making it almost as fast around the warzone as a frigate, and has a CovOps cloak for more awesomeness. A corpmate pointed out that the DCU II is not really adding much tank to the fit, and he's right... a second EANM or cap mod or armor plate or 4th Mag Stab II would be entirely viable options. I'm just a creature of habits in some respects.

You can swap out for Heavy Neutron IIs with no loss of cap stability or need for a fitting mod, and gain about 90DPS. This comes at the expense of not being able to engage until about 5km or so with Void / Antimatter, and thus having more issues with rats close to structures / asteroids / etc which can complicate escaping when things get ugly.

All in all it clocks in at about 350mil isk, which is surprisingly affordable for a T3, and has some unique advantages over some comparable HAC fits.

We Gallente have a saying: "CCP created the Gallente Militia to train the Fighters..."

Veskrashen
Deep Core Mining Inc.
Caldari State
#48 - 2014-04-17 00:46:30 UTC  |  Edited by: Veskrashen
Catherine Laartii wrote:
Anyone have any good ideas to add instead of just poo-pooing the OP? Would be open to anything, however small or unique.

I think a large part of the past 3 pages - those parts not dedicated to point out how imbalanced missions are, at any rate Big smile - have been focused on demonstrating that the OP was based on incorrect assumptions / theories about what was wrong or needed to be fixed about FW.

Your point about system upgrades being useless is well taken, though basing Tier totally on WZ control in terms of systems doesn't seem like a good fix at all. That rewards whatever faction can throw the most cloaky stabbed farmer at backwater systems noone lives in, and forces the factions (like, I dunno, Gallente) who tend to be undermanned compared to their opponents into a neverending deplexing grind just to stay relevant. Part of the beauty of the current system is that we can ignore systems that don't actually matter because they're strategically irrelevant based on player populations and conflict zones, and focus on crushing the bastions of Caldari might instead. The rest is just cleanup, as it should be.

In short, because the current system isn't tied simply to the number of solar systems under your flag, it allow players to decide which systems - if any - are crucial and worth actually fighting for. That's what makes stories such as the siege of Eha or the fall of Innia or the assaults on Enaluri and Oicx so compelling - those systems matter because the players in the militias decided they mattered. Not because they needed to plant one more flag in order to be able to AFK mission run for mad LP.

If you want to make system upgrades useful, there's a million ways to do that. Just as a swag off the top of my head, I would be very surprised if (as part of the summer rollout focused on industry) didn't give FW corps a bonus of some kind in upgraded systems. It would be trivial to give pilots in an FW corp increased refining efficiency or lower manufacture / research job costs depending on the system upgrade level. Not only would that make system upgrades useful and worth throwing LP into even when you're not roflstomping the WZ, but also give additional incentive for industrialists to be involved in FW and to live and build in lowsec. It'd be a unique mechanic and instantly incentivize a more robust market and social landscape in a lowsec ecosystem that is already a fertile ground for such things. At least on the Gallente side - the rest of ya'll are too screwed up by infighting and toxic BS and too heavy a focus on isk making / LP farming to truly enjoy the fruits of such a visionary change Cool

FW is a beautiful creation in part because it's limited access. While some folks think there needs to be player pirate militia thingies, pirates already play a distinct role in FW space and add a much needed dimension. Making them into just another faction diminishes their unique quality. In addition, most pirate corps aren't that dedicated to any one RP faction - the thought of having to defend / capture territory, with all the potential loss of access to space and material, kinda runs counter to the necessary freedom of operation those groups often crave. Besides, they've all got militia alts anyways, so are they really all that left out at the moment?

Requiring PvP to capture a plex is a bad and restrictive mechanic IMO. Not to mention ridiculously gameable. I for one already have opposite faction alt, and will happily supply her with a bazillion free unfitted frigates to blow up so I can cap plexes. We didn't get to use them to cap Innia, after all, so at least they'll be dying for a good cause.

That said, I'm all for boosting the LP reward for PvP and particularly increasing it within plexes or around infrastructure hubs. How to do that in a way that isn't easily gamed in the same way as the previous Goonswarm shenanigans is an interesting design challenge, and not one I'm equipped to offer good insight into. One potential avenue would simply be to disregard the value of any modules that weren't actually fitted - those in the cargo hold for instance. Limiting the bonus to fitted modules lost inside plexes would more accurately reflect the risk / reward mechanic while limiting to some degree the stupid edge cases. You'd still have to take care about Catalysts fitting 8 low meta or civilian blasters that for some reason got pumped to an average market price of 1 billion isk each, but I'm sure that the brilliant minds at CCP could create some kind of script / database query to look at high LP payouts based on ship size and figure out which modules were being market manipulated and by whom - and level the banhammer accordingly.

Missions impacting WZ control is a horrible mechanic given the farming population disparity between some factions and the terrible mission balance between factions. Besides, giving farmers an efficient way to earn LP instead of clogging up my plexes with stabbed cloaky T1 frigates with 3 day old alts means less frustration for everyone.

Regarding mission balance, we've been talking that one to death for a couple pages, and I think we all agree things need some definite improvement.

That an adequate response to your request for feedback?

We Gallente have a saying: "CCP created the Gallente Militia to train the Fighters..."

B Raan
Federal Navy Academy
Gallente Federation
#49 - 2014-04-17 09:01:43 UTC
I have never done a single FW mission. Ever. So while I guess I'm not really qualified to talk about that, there is something else about FW that I feel needs improvement: Plex LP.

A Militia should operate together, but as it is, there is no solidarity when it comes to plexing. Often, a militia pilot will just be a jerk and tell his own comrades to get lost if they come upon him in a plex that he is capturing/defending. Sometimes, you will be fired upon by those masquerading as your countrymen who are really just war profiteers. There needs to be incentive to capture plexes as a squad, wing, or fleet. And to a lesser extent, the same should be true for defending.

The way this could work is simple, requiring only some rudimentary maths. To start, let's make a baseline for capturing a plex. This is just an arbitrary number for now, but let's say 1000 LP. So, if I capture a plex by myself, I will receive the full amount. Now we add a bonus for each ship in the plex, say 500 LP. So if you bring a friend with you, you make twice the LP you would have by yourself! Now let's say every other ship in the plex gives -4% to the bonus applied, soup three ships would give each pilot 2480 LP. Four pilots would earn 2460 LP each, dove would get 2440 each, and so on.

For defending, it would be the same, only the baseline and bonus would be cut in half. The reason for this being that defending is almost always easier, and requires less people.

I feel that If something like this was implemented, it would encourage more teamwork within the militias, and would probably deter everyone's favorite; the wcs farmer (or just make them more organized Cry).

So there's the rough plan, id love to hear any suggestions or critiques of it. Or alternatively, you could ignore this post completely

Sorry for not continuing the trend of posting about missions.

Also, sorry for the long post
Veskrashen
Deep Core Mining Inc.
Caldari State
#50 - 2014-04-17 10:50:25 UTC
Yeah, coming into a plex uninvited just to steal LPs is annoying, but I don't feel it's an issue that warrants a game mechanic change to deal with. Just ask them to leave. If they don't, just move on. Most of the time folks like that will get chewed up by any competent combat pilot, so leaving them there to die isn't the worst option. Generally, it's just a matter of someone not knowing the prevailing ettiquette, and simply talking to them fixes the problem. I've even had times where my alt has worked with other plexers to pop the rats in Large plexes so we could run them, after having had to ask them to leave the plex I was in.

Militias aren't alliances, and shouldn't be treated as such. Folks not in your corp, or not in corps you regularly fly with, shouldn't automagically be treated as friends in every situation just because they show up as purple on your overview. It's especially annoying where general militia pilots are concerned - there's no way to tell who is just new to EVE, who just prefers to be in a NPC corp instead of a player corp, who's an alt just making iskies on the side, who's an awox alt who will tackle you for their PvP main to snag, etc etc etc. All part of the game, and none of it is "broken" - any "problems" generally rest on mistaken assumptions we players make about pixels on a screen because of what color they show up as on the overview and what their corp ticker is.

We Gallente have a saying: "CCP created the Gallente Militia to train the Fighters..."

Veshta Yoshida
PIE Inc.
Khimi Harar
#51 - 2014-04-17 12:06:10 UTC
B Raan wrote:
...Also, sorry for the long post

Long? That size barely qualifies as the introduction to some of the posts I have made Big smile

Adding even more LP is "not good" (<- me being nice/understated) and it is wide open to exploitation. One man with X alts enter backwater system .. one ship per plex, all congregate as timers near completion = you have effectively doubled LP inflation.

People sharing what LP is there is as it should be, to combat the leeching that will/does occur all we need do is beg/plead/coerce CCP to let plex-space (ie. plex specific DED space) count as null-space. If a leecher doesn't leave when asked, blow him up; null = no standing hits. Simple Smile.
PS: Caveat is that militia standings are treated like any other faction standing, not sure whether that change was made or if one still accrues hits regardless of where one pops an enemy pilot.
PPS: It is a Two-fer .. by space beyond-the-gates considered as null it introduces a hard counter to stab monkeys as bubblegum would be allowed.
Catherine Laartii
Doomheim
#52 - 2014-04-17 12:51:12 UTC  |  Edited by: Catherine Laartii
Veskrashen wrote:
very detailed, thoughtful, and welcome post full of good observations and critiques that takes up too much space to write a response to.


That is fully what I wanted to hear; a thoughtful, detailed and refreshingly neutral response for such a partisan topic. Thank you.

Part of what I was alluding to with feeling that more points should be shifted over to system capture is that the gameplay should shift more towards being group-oriented. Making money is all well and good, but the potentially ludicrous payout needs to be balanced by working cooperatively. Part of the reasons why incursions are so popular and work as well as they do is BECAUSE they're designed around being a group activity from the start with all the money you make from them.

Yes, plexes need to be enforced more, but as a big block of this has been about as you pointed about, is missions and farming. Increasing more elite NPCs to fight in the missions are good, but I legitimately believe that missions should affect the contested level of a system reflective of their level. However, as with the other things, they should be proportionately more difficult for the amount of return you make. Making them so the 3s and 4s of the same calibur of difficulty as the normal ones, excepting the necessity of specific target kills, would either force people to invest a good amount of time, risk, and money into more expensive ships like t3s and hacs if they don't want to fly smaller ships in a group.

I think the problems that we keep running into with wanting fundamental rebalances that would be fair for each side in terms of reducing farming, and equalizing the difficulty of pve in one militia vs the other, lie from encouraging better and more balanced gameplay without opening things up to be any more over-exploited than they are now.
The bit with missions affecting contested level? About refocusing points towards system capture? Each of those are ideas I like because they refocus the effort of people who try this profession TO overexploit it in the first place; to get a quick buck without putting too much risk and effort.

Channelling that energy constructively is where I believe the answer lies; the changes that will eventually come that work will not force people into playing differently from restricting things more, or making things more scripted. Balancing a decidedly UNbalanced system like this involves looking at the issues that it has, recognizing what can and can't stay, and using the things that CAN stay (or have to, because it's impossible to make them leave), and channelling their energy into acting in a way that's not only acceptable, but is helpful and constructive. As I stated before, that's why incursions work. They should be structured more like dungeons where it's a requirement to be in a group.
Veskrashen
Deep Core Mining Inc.
Caldari State
#53 - 2014-04-17 13:56:14 UTC  |  Edited by: Veskrashen
Catherine Laartii wrote:
That is fully what I wanted to hear; a thoughtful, detailed and refreshingly neutral response for such a partisan topic. Thank you.

Happy to help. It gives me something productive to do while I'm at work Pirate

Regarding incentivizing group play mechanics in FW:

I'm going to put on my partisan hat, because I feel in part like the Cal/Gal warzone has this one pretty close to right.

In essence, the capture of any particular system - or it's contested percentage - means ABSOLUTELY NOTHING unless one of a few critical things is true:

  • The system has militia agents, thus affecting the ability of the militia to run missions.
  • The system has cartographical strategic significance, in that it represents a chokepoint in the warzone topology or interdicts common routes between strongholds or highsec.
  • The system is home to a major militia corporation or alliance.

Any other system DOESN'T MATTER. It gets you points towards tier, but you can maintain high tiers with a minimal number of systems in theory. Holding more systems gives you a buffer in a way, but it's pretty minor.

So, given that hypothesis / approach, you can then posit that warzone control - true control and influence of the flow of ships throughout the warzone, not just planting flags - depends entirely on the control of strategic systems that are important either for their resources, location, or presence of a large number of pilots.

Taking those systems absolutely requires a group at every single stage of the process.

We didn't push Innia from zero % contested all the way to vulnerable by solo plexing in AFK stabbed T1 frigates. On the final day of the push OVER 2000 ships were reduced to wreckage. The LP reward from the plexes during these pushes is completely irrelevant.

In any home system, or any system of significance in the warzone, trying to plex solo will get you bounced by at least 3-5 if not more pilots.

If you're casually plexing systems with no real strategic significance, it's basically solo play. You're there for the LP income, and for the potential of fights. If you're roaming around you're not really plexing - that has a different focus. Having the option to solo plex is a wonderful thing for FW, since it provides multiple opportunities for solo and small gang warfare as well as solo income for the pilots.

It's a bit rambling, but I think you get the point. Anything worth doing in FW requires a group, and in those cases it's not about the LP reward - it's about influencing the warzone in a very real way, one that simple points towards Tier status or dots on a map can't really express.

Regarding missions, I quite often will group up with corpmates to run sets of missions. The pickup route is the same for everyone, and the missions don't spawn too far from each other when you're doing a set of 9-11 at a time. The additional travel time is minimal, the extra DPS helps missions go faster, and the additional hulls you bring into the pocket spread the ECM and DPS making it easier to handle. In addition, you're less likely to get jumped, or will see it coming easier because they'll need to bring a group to handle your larger fleet size.

Of course, those are Gallente missions, which as we've discussed require a higher investment in terms of hull / fitting than the other factions. The other factions are far more incentivized to solo mission play because of the mission design.

We Gallente have a saying: "CCP created the Gallente Militia to train the Fighters..."

Catherine Laartii
Doomheim
#54 - 2014-04-17 20:58:48 UTC
Veskrashen wrote:
Catherine Laartii wrote:
That is fully what I wanted to hear; a thoughtful, detailed and refreshingly neutral response for such a partisan topic. Thank you.

Happy to help. It gives me something productive to do while I'm at work Pirate

Regarding incentivizing group play mechanics in FW:

I'm going to put on my partisan hat, because I feel in part like the Cal/Gal warzone has this one pretty close to right.

In essence, the capture of any particular system - or it's contested percentage - means ABSOLUTELY NOTHING unless one of a few critical things is true:

  • The system has militia agents, thus affecting the ability of the militia to run missions.
  • The system has cartographical strategic significance, in that it represents a chokepoint in the warzone topology or interdicts common routes between strongholds or highsec.
  • The system is home to a major militia corporation or alliance.

Any other system DOESN'T MATTER. It gets you points towards tier, but you can maintain high tiers with a minimal number of systems in theory. Holding more systems gives you a buffer in a way, but it's pretty minor.

So, given that hypothesis / approach, you can then posit that warzone control - true control and influence of the flow of ships throughout the warzone, not just planting flags - depends entirely on the control of strategic systems that are important either for their resources, location, or presence of a large number of pilots.

Taking those systems absolutely requires a group at every single stage of the process.

We didn't push Innia from zero % contested all the way to vulnerable by solo plexing in AFK stabbed T1 frigates. On the final day of the push OVER 2000 ships were reduced to wreckage. The LP reward from the plexes during these pushes is completely irrelevant.

In any home system, or any system of significance in the warzone, trying to plex solo will get you bounced by at least 3-5 if not more pilots.

If you're casually plexing systems with no real strategic significance, it's basically solo play. You're there for the LP income, and for the potential of fights. If you're roaming around you're not really plexing - that has a different focus. Having the option to solo plex is a wonderful thing for FW, since it provides multiple opportunities for solo and small gang warfare as well as solo income for the pilots.

It's a bit rambling, but I think you get the point. Anything worth doing in FW requires a group, and in those cases it's not about the LP reward - it's about influencing the warzone in a very real way, one that simple points towards Tier status or dots on a map can't really express.

Regarding missions, I quite often will group up with corpmates to run sets of missions. The pickup route is the same for everyone, and the missions don't spawn too far from each other when you're doing a set of 9-11 at a time. The additional travel time is minimal, the extra DPS helps missions go faster, and the additional hulls you bring into the pocket spread the ECM and DPS making it easier to handle. In addition, you're less likely to get jumped, or will see it coming easier because they'll need to bring a group to handle your larger fleet size.

Of course, those are Gallente missions, which as we've discussed require a higher investment in terms of hull / fitting than the other factions. The other factions are far more incentivized to solo mission play because of the mission design.


hmm I see your point on this. The sov system does list off systems and their strategic value; perhaps if they integrated more points towards system capping they could allocate more towards strategically important systems? While many issues persist with mission balancing, having a solid system of determining system value based both off of market activity, position, and resources would be a great start towards building a better warzone.
Veskrashen
Deep Core Mining Inc.
Caldari State
#55 - 2014-04-17 21:30:41 UTC
Catherine Laartii wrote:
hmm I see your point on this. The sov system does list off systems and their strategic value; perhaps if they integrated more points towards system capping they could allocate more towards strategically important systems? While many issues persist with mission balancing, having a solid system of determining system value based both off of market activity, position, and resources would be a great start towards building a better warzone.

The thing is that I'm not sure if there's really a viable formula that you could use to determine in some algorithmic manner which systems are important or not. And even if there was, players would decide whether or not to place the same importance on the system as CCP does, and do their own thing anyway.

Ostingele, for example, has several stations and sits right on the pathway from multiple high sec systems to the rest of the warzone. It's home to a fair number of neutral pilots. Based on station space and map location, it could conceivably rate rather highly from an algorithmic standpoint.

But it's so far from the "front lines" however that it wouldn't make sense for GalMil to invest significant resources there.

On the other hand, Nisuwa - which is home to several GalMil PvP corps - isn't all that well located strategically. But because it's a home system, and because of the folks who live there, it has strategic significance and has withstood multiple assaults.

I guess what I'm getting at is that I don't really see a way that CCP could decide to define the value of a system in any way other than player investment in that system.

At the same time, if you linked things like LP payouts or the like to player investment - such as system upgrade level, for example - that actually disincentivizes those investments to some degree. There's little point in upgrading a system if it means that your opponents get significantly higher rewards for attacking it. Better to keep the LP / isk / whatever rewards as low as possible, so as to encourage casual players to harass other systems. In addition, depending on how these things affected Tier levels, it wouldn't necessarily make sense to upgrade anything at all - especially if you're comfortable living at lower Tiers, like GalMil tends to be.

There's a lot of competing factors that need to be balanced, and I'm not certain there's a clear way to do that without causing the opposite action. I think we need a much more clear design goal to drive towards before we start screwing with mechanics / economics that undergird the FW system as a whole.

We Gallente have a saying: "CCP created the Gallente Militia to train the Fighters..."

Catherine Laartii
Doomheim
#56 - 2014-04-18 02:22:12 UTC  |  Edited by: Catherine Laartii
Veskrashen wrote:
Catherine Laartii wrote:
hmm I see your point on this. The sov system does list off systems and their strategic value; perhaps if they integrated more points towards system capping they could allocate more towards strategically important systems? While many issues persist with mission balancing, having a solid system of determining system value based both off of market activity, position, and resources would be a great start towards building a better warzone.

The thing is that I'm not sure if there's really a viable formula that you could use to determine in some algorithmic manner which systems are important or not. And even if there was, players would decide whether or not to place the same importance on the system as CCP does, and do their own thing anyway.

Ostingele, for example, has several stations and sits right on the pathway from multiple high sec systems to the rest of the warzone. It's home to a fair number of neutral pilots. Based on station space and map location, it could conceivably rate rather highly from an algorithmic standpoint.

But it's so far from the "front lines" however that it wouldn't make sense for GalMil to invest significant resources there.

On the other hand, Nisuwa - which is home to several GalMil PvP corps - isn't all that well located strategically. But because it's a home system, and because of the folks who live there, it has strategic significance and has withstood multiple assaults.

I guess what I'm getting at is that I don't really see a way that CCP could decide to define the value of a system in any way other than player investment in that system.

At the same time, if you linked things like LP payouts or the like to player investment - such as system upgrade level, for example - that actually disincentivizes those investments to some degree. There's little point in upgrading a system if it means that your opponents get significantly higher rewards for attacking it. Better to keep the LP / isk / whatever rewards as low as possible, so as to encourage casual players to harass other systems. In addition, depending on how these things affected Tier levels, it wouldn't necessarily make sense to upgrade anything at all - especially if you're comfortable living at lower Tiers, like GalMil tends to be.

There's a lot of competing factors that need to be balanced, and I'm not certain there's a clear way to do that without causing the opposite action. I think we need a much more clear design goal to drive towards before we start screwing with mechanics / economics that undergird the FW system as a whole.


True enough, but I think the reverse of that is why it would work. CCP setting up certain systems that are more important from a practical perspective, like housing the FW stations for starters, are good because their basic "strategic" value is pretty clear. Each of the FW headquarters, and/or systems like enaluri that have multiple agents, would be worth more. Another good metric for rating the would be by how many other angents each system has; there's on in gal space with a couple of SoE lvl 4 agents and a lvl 5. Intaki would be good since it's the homeworld of the intaki, as would systems with historical importance like OMS.
Having players organize around more beneficial preset lines is not very different with how things currently are; the markets for certain systems are set up around entrenched positions like they are in Nenna, nisuwa, or eha on the gal side. Generally placing more emphasis on holding systems with FW stations is great to begin with, but having more points allocated to them and others is a good way to organize the map strategically.
Another factor that could go into would be temperate planets. If there are colonies there, that and the fact that they're already more important with how the Dust mechanics field just on them, makes more sense for them to be worth more. There's quite a few easy to integrate factors from the game that would pretty much be ready-made for allocating more points to certain systems vs others.

The important thing is that there are quite a few non-arbitrary options to decide how that would look. I would be amenable to them enacting that ONLY if they took a survey from FW pilots to see which schemas would be ok and which would not be ok to integrate for point emphasis.
B Raan
Federal Navy Academy
Gallente Federation
#57 - 2014-04-18 07:30:31 UTC
Everybody seems to be sharing the same concerns, so at least we know we are on to something here.

I still think it would be a good idea to revamp the LP system. I think you guys misunderstood my proposal however. I am not advocating more LP, if anything, it would be less. Right now, I can solo plex and have enough LP to get a comet with about 7 capped plexes. In my opinion or should be changed so that it would take a solo pilot up to ten times as long to achieve the same result, but a squadron could do it much faster (see my previous math further up the page).

I like what you guys are saying about teamwork. Its one of the main reasons FW appeals to me. I think the only people who fly solo in FW are farmers.

maybe a way to make systems valuable it's a to give them unique resources. This kinda follows CCP'S formula anyways. Special constellations for gas, Mercoxit in null, technicium in wormholes- why not have some special resource in contested systems? Why are these systems contested anyways?

to make it even more interesting, maybe these resources will only spawn when a system is stable, giving ample reason to hold a system once its been taken.

I'll admit, I haven't thought about what kind of resource this would be, or what it would be used for (preferrably something that gives you an edge in combat).

Veskrashen
Deep Core Mining Inc.
Caldari State
#58 - 2014-04-18 11:44:59 UTC  |  Edited by: Veskrashen
My general estimates usually assume you can run 1 novice, 1 small, and 1 medium plex per hour on average. Using a baseline of Tier 2, that would be 52.5k LP/hour, plus at least 1 tag worth 2 mil assuming you're offensive plexing. At 1000k per LP standard conversion ratio, that gives us an hourly income for our FW pilot of about 55mil, more or less. Defensive plexing incomes are significantly less, since it's a 25% base reduction, and again adjusted for the system's contested percentage. This of course does not include the time and effort to convert the LP into isk.

For comparison, mining in highsec with barge yields about 25-35mil / hour, essentially risk free.

LP farming through offensive plexing is not broken, and does not need to be reduced. Keep in mind that those figures represent Tier 2 (so some level of warzone control and LP contribution), that you are at much higher risk of loss (even if it's a T1 frigate), and that it is extremely easy to disrupt your ability to earn LP. All those tell me that - given the higher inherent risk - if anything LP payouts at Tier 1 need to be increased to ensure those on the losing side can still afford to play the game. At Tier 1, offensive plexing pays less than highsec mining when all costs are taken into account.

LP income from plexes is probably fine. LP income from broken L4 Caldari / Amarr / Minmatar missions is most definitely not. If you can earn 120k+ LP / hour solo in a bomber, that's roughly the same as running high sec Incursions. THAT is what is broken in terms of FW income. And it's entirely possible to hit that income at Tier 2 for Caldari / Amarr / Minmatar mission runners.

Regarding unique resources, there's plenty of unique resources in low sec as it is. Better ores, better gas, better hacking / relic sites, and better DED plexes among others. The issue is that gathering those resources - aside from those like DED sites that require scanning down - takes far too much time and leaves you far too vulnerable, especially in FW space with as many PvP focused pilots are in space.

On the other hand, I think that CCP is on the right track with system upgrades. At the moment, those give you cheaper clones and more industry slots. With the summer revamp, one could imagine that FW pilots could potentially enjoy lower manufacturing costs and better refining rates with higher system upgrade levels. Tying plex rat difficulty or spawn rates - or even more interestingly, defensive plex LP payouts - to system upgrade level would give folks a reason to upgrade non-station systems as well.

The issue at the moment is that system upgrades are essentially nothing more than an LP sink.

We Gallente have a saying: "CCP created the Gallente Militia to train the Fighters..."

Andre Vauban
Federal Defense Union
Gallente Federation
#59 - 2014-04-18 13:24:54 UTC
B Raan wrote:
Everybody seems to be sharing the same concerns, so at least we know we are on to something here.

I still think it would be a good idea to revamp the LP system. I think you guys misunderstood my proposal however. I am not advocating more LP, if anything, it would be less. Right now, I can solo plex and have enough LP to get a comet with about 7 capped plexes. In my opinion or should be changed so that it would take a solo pilot up to ten times as long to achieve the same result, but a squadron could do it much faster (see my previous math further up the page).

I like what you guys are saying about teamwork. Its one of the main reasons FW appeals to me. I think the only people who fly solo in FW are farmers.

maybe a way to make systems valuable it's a to give them unique resources. This kinda follows CCP'S formula anyways. Special constellations for gas, Mercoxit in null, technicium in wormholes- why not have some special resource in contested systems? Why are these systems contested anyways?

to make it even more interesting, maybe these resources will only spawn when a system is stable, giving ample reason to hold a system once its been taken.

I'll admit, I haven't thought about what kind of resource this would be, or what it would be used for (preferably something that gives you an edge in combat).



Just no on the LP suggestion. There are multiple problems with this line of thought. First of all, it is easily exploitable. If you allow multiple pilots to make more LP than a solo pilot, people will just run plexes with their main + as many alts as they can. Second, this encourages people to "blob up", which is a very very bad thing. FW currently provides incentives to do the opposite and split up as much as possible. It is currently the most beneficial for WZ control to spread your forces as thin as possible to take plexes everywhere. The only time you need to "blob up" is when you meet heavy resistance (ie taking a home system).

My corp flies about 50% solo and we pvp, a lot.

All FW really needs as "fixes" is some useful benefits for system upgrade, some way to counter a single stabbed farmers impact to the WZ with a single pilot (ie see auto timer rollbacks as a suggestion), and make all the other faction mission NPCs as hard as Gallente. Other than that, FW is a pretty healthy system.

.

Veskrashen
Deep Core Mining Inc.
Caldari State
#60 - 2014-04-18 13:44:18 UTC
Andre Vauban wrote:
All FW really needs as "fixes" is some useful benefits for system upgrade, some way to counter a single stabbed farmers impact to the WZ with a single pilot (ie see auto timer rollbacks as a suggestion), and make all the other faction mission NPCs as hard as Gallente. Other than that, FW is a pretty healthy system.

This. So much this.

My impression is that the Caldari and Minmatar militias are as toxic as they are because they're seen as LP ATMs by so much of New Eden. That means they have a higher percentage of pilots who are just there to milk the system for as many LP as possible while contributing as little as possible. Minmatar missions are easier and their warzone is smaller with more agents available, so TLF generates the most LP/hour for bomber alts. Thus Minmatar attract the most of these LP farmers, which makes that warzone particularly toxic since Amarr pilots have to deal with that population all the damn time.

Caldari is second on the list, and the ATM of choice of failed nullbears everywhere, because Jita.

As far as plex farmers and stabs go, the problem isn't the stabs and the cloaks. It's the disparate amount of time it takes to undo their work and the absolutely miserly rewards for doing so. That results in a ridiculously skewed risk / reward / effort equation, which is the real source of the frustration. Something to fix this - timer rollbacks, dual timers, uncoupling deplex rewards from contested percentage - will go a long way to solving this problem without having to create mechanics specifically targeted at cloaks and WCS (which are, after all, valid gameplay choices).

We Gallente have a saying: "CCP created the Gallente Militia to train the Fighters..."