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PVP twist required for upcoming Industry Teams

Author
Udonor
Doomheim
#1 - 2014-05-22 08:21:30 UTC  |  Edited by: Udonor
Ugh! Where is the PVP twist on this feature? Simply put the real life money is the PVP players CCP! Catering to industry alone is ineffective use of limited coding resources and server time.


So I suggest that PVP players can take Teams hostage and redirect their efforts. Very much like FW complexes only in hi sec.

Basically Industry Teams and their families live in special system complexes. CONCORD has been bribed enough not to take action against the use of Inferno - but not enough to actively respond and defend users against assaults.

Complexes might however have ship size restrictions. Those restrictions might vary based on system security and team levels. (renting private properties from rich man's residential hideout to R&D facility to unused secure warehousing for dangerous products. I suggest rookie to cruiser sized gate restriction. (Special sub-frigate size rookie just for the fun of it.) Hmmm...maybe even restrictions on how many ships and how long each ship can stay before being forcibly ejected. Of course larger and unlimited numbers of ships can battle outside just outside the first gates (does complex have more than one?).

Not sure how it would work but maybe winners (pirates/mercs) capture a cargo container full of family members or occasionally actual team member -- then auction them for ransom. Until someone buys the cargo and turns them in at main station to system-wide mission agent - industry team is crippled.

Of course industrialists system wide can hire mercs to defend the team as well. Just send ISK to volunteers. Maybe one twist on defense is to grab up container of family or team members and transport them into alternate complex (drop action container vs pick up container). Thus interruptions are brief and attackers might have to reorganize and any NPC defenses are renewed. Of course you can be ambushed at entrance too.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#2 - 2014-05-22 08:33:15 UTC  |  Edited by: Corraidhin Farsaidh
Udonor wrote:
... Catering to industry alone is ineffective use of limited coding resources and server time.


Unless you are one of those many players who enjoy S&I which has been practically ignored for many years...and the PvP element comes from the auctions/getting the best teams. PvP doesn't just mean shooting people or getting others into ship to ship[ combat

Udonor wrote:
So I suggest that PVP players can take Teams hostage ...

Problem here would be that those using teams simply don't care about them or their families. Take them hostage? Fine we'll hire another team...
Udonor
Doomheim
#3 - 2014-05-22 08:33:42 UTC
Hmmm..not sure what to say about destroyed hostages. Except team member lost is permanently crippling. Family however might just be a 3 day loss of productivity.

But maybe hostages are hard to kill & get special pod like ejection protection (minus drive they aren't qualified to operate). Meaning they will automatically survive ship explosions. To destroy them would mean damage done to container (direct fire or smart bombs etc).

Maybe some standing losses for such actions? System owner faction and each NPC station corp? Just to keep such actions out of the hands of ordinary EVE members and restrict it to proper pirate hands (who know how operate with -10 across teh board.)
Udonor
Doomheim
#4 - 2014-05-22 08:45:20 UTC  |  Edited by: Udonor
Corraidhin Farsaidh wrote:
Udonor wrote:
... Catering to industry alone is ineffective use of limited coding resources and server time.


Unless you are one of those many players who enjoy S&I which has been practically ignored for many years...

Udonor wrote:
So I suggest that PVP players can take Teams hostage ...

Problem here would be that those using teams simply don't care about them or their families. Take them hostage? Fine we'll hire another team...


Sure - just replace team. Except I got the impression that teams will cost BIG ISK.

So "don't care - just replace" will worse than ganked Orca. Sure Orca can be replaced but most corps will go out of their way to save it if they can.


Yes I agree there will be a limit to paid resistance by original team purchasers. But there will be a whole ecosystem of secondary parasite industrial users - and mercs etc who live off the battle for hostages itself (player drops yum).

Nope - not saying that this idea is intended to make any system with a team a constant Burn Jita level conflict. Probably more like FW sites. Alternatively the activity might be somewhat like a good standing gate camp on an active low sec route. Except the industry user side defenders will be the campers and the aggressors will be trying to clear them and get through periodically.
Udonor
Doomheim
#5 - 2014-05-22 08:48:28 UTC  |  Edited by: Udonor
Corraidhin Farsaidh wrote:
Udonor wrote:
... Catering to industry alone is ineffective use of limited coding resources and server time.


Unless you are one of those many players who enjoy S&I which has been practically ignored for many years...and the PvP element comes from the auctions/getting the best teams. PvP doesn't just mean shooting people or getting others into ship to ship[ combat

Udonor wrote:
So I suggest that PVP players can take Teams hostage ...

Problem here would be that those using teams simply don't care about them or their families. Take them hostage? Fine we'll hire another team...



Plus I suspect you won't be able to replace a crippled team until the 30 days is gone. Due to the implication of only 1 team per system.

I am sure CCP has explanations and reasons for that. Like maybe 4 people coordinating use of systems wide resources together is the maximum people under Inferno influence can handle without stepping on each others toes (inefficiency or personality clashes or both).
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#6 - 2014-05-22 08:57:38 UTC
Udonor wrote:

Plus I suspect you won't be able to replace a crippled team until the 30 days is gone. Due to the implication of only 1 team per system.

I am sure CCP has explanations and reasons for that. Like maybe 4 people coordinating use of systems wide resources together is the maximum people under Inferno influence can handle without stepping on each others toes (inefficiency or personality clashes or both).


That's true, would depend on limitations but I suspect this would further cripple hisec competitiveness in S&I. It would be relatively straightforward for the null alliances to arrange for the teams in hisec to be disposed of, but what chance would the hisec folks have of returning the favour?. It would be too unbalancing I think.
Udonor
Doomheim
#7 - 2014-05-22 09:04:11 UTC
Corraidhin Farsaidh wrote:
Udonor wrote:
... Catering to industry alone is ineffective use of limited coding resources and server time.


Unless you are one of those many players who enjoy S&I which has been practically ignored for many years...and the PvP element comes from the auctions/getting the best teams. PvP doesn't just mean shooting people or getting others into ship to ship[ combat

Udonor wrote:
So I suggest that PVP players can take Teams hostage ...

Problem here would be that those using teams simply don't care about them or their families. Take them hostage? Fine we'll hire another team...


Ultimately catering to PVP players at every opportunity serves Resource & Industry players too. Because if EVE is not healthy financially your R&I side of game fails too.

Sorry but its no secret that among gamers FPS / video console conflict / PVP type players spend far more money on games each year. Various studies place the monthly expenditures at around $50-200 on average!!! Where resource & industry type players tend to be cheapskates and wail at paying over $100 per year. MMO makers are really hooking into that.

PVP types tend to be short attention span types compared to resource and industry players. R&I players are like solitaire players and are willing to do the same rote game for years without change. In fact the majority resist any change to the actual rules (UI and graphics changes enjoyed freely). Your just lucky to be one of the minority who like an occasional change in R&I rules. Your still an unimportant minority in terms of CCP's economic health.
Udonor
Doomheim
#8 - 2014-05-22 09:25:10 UTC  |  Edited by: Udonor
Corraidhin Farsaidh wrote:
Udonor wrote:

Plus I suspect you won't be able to replace a crippled team until the 30 days is gone. Due to the implication of only 1 team per system.

I am sure CCP has explanations and reasons for that. Like maybe 4 people coordinating use of systems wide resources together is the maximum people under Inferno influence can handle without stepping on each others toes (inefficiency or personality clashes or both).


That's true, would depend on limitations but I suspect this would further cripple hisec competitiveness in S&I. It would be relatively straightforward for the null alliances to arrange for the teams in hisec to be disposed of, but what chance would the hisec folks have of returning the favour?. It would be too unbalancing I think.



LOL - CCP favors exactly that officially -- getting R&I players to leave hi sec. CCP sees hi sec proper roles as limited to initial training past career agents and as central trade area between player star nations. CCP has said several times that they have never wanted players to spend years in hi sec. The CCP goal is that by the six month mark 90% of players have moved to null sec or at least majority of time spent in low sec.

In this release alone they kill recycling to stop null materials from moving to hi sec as certain recyclable t1 hulls for remanufacture in hi sec industry. CCP wants everything big in null. Plus note all the hi sec nerfs to industry and null sec structure industry buffs. CCP outright says the intent is to drive hi sec industry into null...unless you are so chicken you are willing to take the hits.


Apparently CCP has never been able to achieve their full original visions for EVE because too many players and too much industry stayed in hi sec. According to CCP null sec sovereign areas are supposed to evolve into self-reliant player nation-factions (player version of Empire factions). But instead CCP sees specialized exporters which are highly dependent on hi sec goods. CCP has plans to make null space 3-4 times as big if only enough players move out there and those independent star nations start appearing. Better CPU balancing as well as more variety of player social organizations.
Udonor
Doomheim
#9 - 2014-05-22 09:32:20 UTC
So CCP is actually being a bit self-defeating by introducing this system work force bonus.

But I suspect it fits into long range plans for core systems in null sec sovereign areas.

CCP is a lot more willing to disrupt or screw up in hi sec - where it can't get people to leave anyways. So test and evolve idea in hi sec and when its ready and close to compatible -- fully implement it in null sovereignty.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#10 - 2014-05-22 09:42:26 UTC
The problem is that in pushing people to move to null they are ignoring the simple fact that all those people living in hisec don't *want* to move to null. Forcing them to do so will cause many to simply quit once they can no longer viably live in hisec. It is in my opinion a big mistake to ignore the player behaviour so obviously being expressed. It would be far better to create game balance across the sec regions rather than push everyone to move to null.

Another issue is that the player gamestyles that ar viable in hisec simply don't work under the null alliances and there is no room for the independant single players. At this point many will say it is an MMO and you should join n alliance etc etc. To my mind MMO doesn't mean that though, it means you are online with many thousands of other real players rather than simply an NPC populated universe. If players don't want to be a part of an alliance that is there choice and should be a perfectly acceptable choice. A single player should be able to make a very good living based on very good skills. Those players in alliances should be able to make more with the same skills due to corp support etc but solo play shouldn't be discounted since this is again ignoring the clear wish of a significant part of the player base.

Having a vision for an MMO is one thing, but ignoring how players actually engage with the game world is a bad choice. CCP should adapt the how the players are really behaving within the Eve universe rather than try to manipulate them into an old vision of how the universe should be.

Slightly off topic I think :D

Back on the original post the auctions and benefits of teams are the PvP element here, to interfere with that would simply make it pointless engaging in the auctions. Spend gazillions hiring a team, griefers kidnap team. There would be absolutely no point except for nullsec entities which would defeat the point of the teams.