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Incursion 'Things'

First post First post
Author
Kodavor
Iz Doge Korp .
#21 - 2014-06-21 16:06:49 UTC
Quote:
On the topic of OTA's: I think it would make the site a bit more interesting if the hackable tower would spawn at a random location. IIRC the site contains 3 'towers' but the hackable can always spawns in the same location


If a fleet fails to do the OTA in 5 minutes then the hacks go down and you need to re-hack a different tower in one of the other locations .
Daichi Yamato
Jabbersnarks and Wonderglass
#22 - 2014-06-21 18:59:10 UTC
Relevant

+Incursions of other factions

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Mike Azariah
The Scope
Gallente Federation
#23 - 2014-06-21 19:07:32 UTC
Daichi Yamato wrote:
Relevant

+Incursions of other factions


suuuuure, make me go through an extra 10 pages. (kidding)

Thanks for the link back, I do appreciate it and will mine that for ammo as well.

m

Mike Azariah  ┬──┬ ¯|(ツ)

Alekseyev Karrde
Noir.
Shadow Cartel
#24 - 2014-06-22 04:43:21 UTC
Problem: Highsec incursions dont "feel" like they're dangerous outside of the sites themselves

Solution: Spawn incursion rats on gates similar to lowsec and 0.0, but less powerful

Possible Nuance: Achieve the less powerful part of it by having the Sansha brawling with CONCORD or Faction Navy thus splitting fire.

Alek the Kidnapper, Hero of the CSM

James Baboli
Warp to Pharmacy
#25 - 2014-06-22 07:05:23 UTC
Alekseyev Karrde wrote:
Problem: Highsec incursions dont "feel" like they're dangerous outside of the sites themselves

Solution: Spawn incursion rats on gates similar to lowsec and 0.0, but less powerful

Possible Nuance: Achieve the less powerful part of it by having the Sansha brawling with CONCORD or Faction Navy thus splitting fire.

Simpler and easier to simply limit them to scout grade rats if done.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Fronkfurter McSheebleton
Horse Feathers
CAStabouts
#26 - 2014-06-22 07:15:05 UTC  |  Edited by: Fronkfurter McSheebleton
They aren't going to put in gate rats, guys. It'd be too disruptive to everyone not interested in incursions to be worth the hassle. Same with changing incursion systems to lowsec.

Anyway.

==============
1.
Problem: NCNs kill assault fleets, specifically due to the fact that T3 cruisers are needed. One could point out that other hulls can go on that side, but T3s are effectively the only thing you'll see people bring, and there are never enough of them. It's the only site in incursions where something other than a battleship is required for DPS, and the only site where a T3 will get a jobs other than shooing the fleet's drones around. On paper, that sound like it'd bring some diversity to the game and make people alter their fleet comps. In reality, people would rather make an effective fleet for the other two sites, run until there's nothing but NCNs left, then either stand down or go to HQs or Vanguards.

There's also the issue of having to run an extra logi at the end of it, one that isn't needed for the other sites. So in a lot of fleets, specificalyl late night, you'll run out of non-NCN sites and either not have enough logi around or not have enough T3's, where you could do the other sites perfectly fine.

It was a neat idea, but it's just not worth the hassle tbh, and the way assaults are treated reflects that.

Solution: Just take out the cruiser side entirely, and open up the other side to all hull types. Combine the corresponding pairs of spawns into one room if nothing else. Hell, if you want to take the easy route, just remove the restrictions on the battleship-side warpgate and switch the triggers for the subsequent gates to the room they're in, rather than the other side. Not a perfect fix by any means, but it'd get assaults up and running.


2.
Problem: Scout sites are useless. They pay less that L1 missions.

Solution: Just reuse the scripts that are already in place, but make the spawns bigger to match the stated fleet size, and adjust the payout to be in line. Using fairly high-dps enemies with squishy tanks would work well, assuming a fleet of 4 dps and one logi. This way vanguard runners would spill over into them, as their fits would still be optimal.


3:
Problem: Lowsec and Nullsec incursions are rarely done.

Solution: Make them more profitable, perhaps by shifting some of the LP payout from highsec to low/null, perhaps by offering greater potential end rewards for corps/alliances running them. Just make them worth it somehow.


4.
Problem: This is a big one. The mechanics that revolve around ending incursions encourage people to be dicks. It's pretty cool when it works, but tbh, a lot of the time, it just doesn't. It ends up creating more headaches than fun gameplay.

Solution: I would suggest simply having the incursion continue for however long it normally would in highsec/lowsec, but have the mothership site only spawn the one time, and take a much longer time to actually spawn. Say, once the blue bar has been kept up for 12+ hours, or something like hat. This way you still get to fight over the mom loot, but it doesn't go down just to troll people...you can have a genuine race to kill the thing without people getting butt hurt about it. That's fun. In nullsec (and probably low, too), at the very least the system-wide cyno jammer should probably go away after the mothership is killed, so important systems can still be cleared. Gate rats, too, though I think it might be more interesting to tie gate rat spawns with the current influence level in the incursion, which would continue to give groups something to work toward if an important constellation is incursion'd. There are obviously still issues with that setup, but the key point is that there doesn't need to be an easily-attainable "make everything stop" button. The system should encourage cooperation, not the opposite.


5.
Problem: The contest mechanisms also encourage people to be dicks. A good contest between two roughly equal fleets is fun. One really shiny fleet of regulars following around a small corp or channel that decided to give incursions a try, and farming them for faster sites, is most certainly not fun for at least half of the people involved.

Solution: Refine the mechanics beyond what we have now. The easy solution would be to split it 60/40 or something like that, provided both fleets contributed significantly to the site. Maybe 55/35/10 for three fleets. That way contests can still happen, with a clear winner, yet super-shiny fleets don't stand to gain much by following other guys around. The goal would be to look at how much faster the sites get done because of this tactic, and adjust the winning fleet's payout so that instead of profiting from picking on the little guy, they roughly break even compared to just doing a site themselves. One could argue that the weaker fleet should just suck it up and deal with it, but c'mon guys...it's a video game...if it's not fun, what's the point?

thhief ghabmoef

Abrazzar
Vardaugas Family
#27 - 2014-06-22 07:40:17 UTC
Problem: Sansha are singled out as pirate faction of incursions
Solution: Have Kuvakei be usurped by Equilibrium of Mankind and switch over to EoM as single general incursion faction

Problem: Pirate factions left out from the fun
Solution: Add pirate faction incursions into FW low-sec and allow pirate FW to conquer systems if they manage to flip it while the incursion is in effect.
James Baboli
Warp to Pharmacy
#28 - 2014-06-22 07:45:42 UTC  |  Edited by: James Baboli
Fronkfurter McSheebleton wrote:

Problem: NCNs kill assault fleets, specifically due to the fact that T3 cruisers are needed. One could point out that other hulls can go on that side, but T3s are effectively the only thing you'll see people bring,

This was true before tier3s/ABCs. These now substantially outperform t3s in this application.
Same problem, different hull. Slightly more likely to be able to get people to carry them, but not much and a bigger challange to the logi to keep up.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Fronkfurter McSheebleton
Horse Feathers
CAStabouts
#29 - 2014-06-22 07:53:06 UTC  |  Edited by: Fronkfurter McSheebleton
James Baboli wrote:
Fronkfurter McSheebleton wrote:

Problem: NCNs kill assault fleets, specifically due to the fact that T3 cruisers are needed. One could point out that other hulls can go on that side, but T3s are effectively the only thing you'll see people bring,

This was true before tier3s/ABCs. These now substantially outperform t3s in this application.
Same problem, different hull. Slightly more likely to be able to get people to carry them, but not much and a bigger challange to the logi to keep up.

My point is that you aren't going to see that many people bring a dedicated ship just to do half of one specific type of incursion site, unless it's an assault-specific community. You're more likely to see someone re-purpose their drone bunny ship. The exception being members of often-short-lived assault communities. (A handful of players from a specific playgroup or two does not count as "many people".)

thhief ghabmoef

James Baboli
Warp to Pharmacy
#30 - 2014-06-22 07:59:08 UTC
Fronkfurter McSheebleton wrote:
James Baboli wrote:
Fronkfurter McSheebleton wrote:

Problem: NCNs kill assault fleets, specifically due to the fact that T3 cruisers are needed. One could point out that other hulls can go on that side, but T3s are effectively the only thing you'll see people bring,

This was true before tier3s/ABCs. These now substantially outperform t3s in this application.
Same problem, different hull. Slightly more likely to be able to get people to carry them, but not much and a bigger challange to the logi to keep up.

My point is that you aren't going to see that many people bring a dedicated ship just to do half of one specific type of incursion site, unless it's an assault-specific community. You're more likely to see someone re-purpose their drone bunny ship. The exception being members of often-short-lived assault communities. (A handful of players from a specific playgroup or two does not count as "many people".)

As I said, different hull, same problem. Not arguing the point, I think everyone who has flown AS fleets knows that the NCN is the thing that kills fleets.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Mike Azariah
The Scope
Gallente Federation
#31 - 2014-06-22 07:59:34 UTC
Aren't there TWO possible solutions to the 1 gated site in assault systems?

Either remove it or put more of them in so that you carry a set of ships in preparation of different needs

m

Mike Azariah  ┬──┬ ¯|(ツ)

Fronkfurter McSheebleton
Horse Feathers
CAStabouts
#32 - 2014-06-22 08:06:21 UTC  |  Edited by: Fronkfurter McSheebleton
Mike Azariah wrote:
Aren't there TWO possible solutions to the 1 gated site in assault systems?

Either remove it or put more of them in so that you carry a set of ships in preparation of different needs

m

This is assuming that everyone carries a set of ships with them...

Putting more of them in would just make assaults even less commonly run than they already are. The idea looks fun on paper, but in practice it just hasn't worked. People can't be arsed, and I don't think anyone blames them.

It requires a different fleet composition even compared to the other two assault sites, and even if the only requirement is that 1/3 of the fleet re-ships between sites (assuming you have that many people that have brought spare ships), that's still wasting enough time to annoy people. And that's IF everyone has the right ships available. Trying to force that issue will push things further toward either assaults simply not being run at all, or only being run by dedicated assault communities.(Because those are so numerous.)

Is that really what we want? To continue to have communities that all only run one kind of site? That one half of one site is literally the only thing keeping the various HQ-focused communities from running assaults regularly as well.

That kind of thinking is also part of why low/null incursions aren't run often. If they aren't even done in highsec, how often do you thing they're done down below?

thhief ghabmoef

Kodavor
Iz Doge Korp .
#33 - 2014-06-22 08:29:32 UTC  |  Edited by: Kodavor
I see only one fast and easy solution . Remove restrictions on the cruiser side ( allow all ships ) .
If implemented it would result into :

1) NCN will retain their rat numbers and spawn and the status of the longest site .
2) NCN will still have pockets to resemble a TPPH site that is in a HQ system which also has gate to gate travel and therefore give pilots the chance to train for HQ TPPH sites while doing Assault NCN sites .
3) NCN will still retain the highest damage output of all the Assault sites in it's last pocket and by doing so will remain the best training ground for TCRC sites that are the highest damage sites in HQ systems .
4) NCN will finally be doable and no NCN walls will be left undone .
5) It is the easiest solution from coding side also %) .

So if one is to assume that Assaults are meant to train up pilots for HQ's then one would see only benefits with this one very simple but extremely required change .

Best regards
Kodavor .
Lloyd Roses
Artificial Memories
#34 - 2014-06-22 09:07:39 UTC  |  Edited by: Lloyd Roses
Issue: Gate rats are broken for highsec incursions.
Solution: Place proper sansha camps on gates in incrusion systems.


Reason: If you were to try disrupt a system, would you open gates for free travel? Is that how you invade? Also, any attentive capsuleer would just fit 3 stabs and warp off those camps, being webbed into warp.

Edit: I doubt this would pose any threat to the incursioners ship when he's travelfitted coming in. Also, gatecamp in the region of 1-2 renyns and 2 romis or such. Just something that blows up an afk catalyst pretty quickly x)
Xayo 204
Brutor Tribe
Minmatar Republic
#35 - 2014-06-22 09:46:40 UTC
Mike Azariah wrote:
Aren't there TWO possible solutions to the 1 gated site in assault systems?

Either remove it or put more of them in so that you carry a set of ships in preparation of different needs

m


Even when done properly and having all the ships available the NCN site is still not desirable to run. It's a very slow site and on top of that you need a different set of ships. The combination of both makes no one bother doing it and pushes people out of assaults.

Why is it so slow?
1.)Getting to the last pocket: Too many pockets with separated fleets. Just getting to the final pocket where both parts of the fleet combine again takes often longer then doing one of the other assault sites.
2.) In the last pocket: The range problem that all assault sites suffer. But compared to the other site it's even worse since half of your fleet is sub-BS ships with limited range. While pirate Battleships fit for range can apply 600+ dps at 100km, sub-bs damage becomes anemic at that range.
Fer'isam K'ahn
SAS Veterinarians
#36 - 2014-06-22 10:02:33 UTC  |  Edited by: Fer'isam K'ahn
I have been following this thread with interest and reserved my problem analysis and suggestion for later, NCN's and Scouts have been mentioned enough by now, no need to repeat it, but Fronkfurter posted what I initially wanted to post ... so I'll just quote him..

Fronkfurter McSheebleton wrote:

4.
Problem: This is a big one. The mechanics that revolve around ending incursions encourage people to be dicks. It's pretty cool when it works, but tbh, a lot of the time, it just doesn't. It ends up creating more headaches than fun gameplay.

Solution: I would suggest simply having the incursion continue for however long it normally would in highsec/lowsec, but have the mothership site only spawn the one time, and take a much longer time to actually spawn. Say, once the blue bar has been kept up for 12+ hours, or something like hat. This way you still get to fight over the mom loot, but it doesn't go down just to troll people...you can have a genuine race to kill the thing without people getting butt hurt about it. That's fun....


5.
Problem: The contest mechanisms also encourage people to be dicks. A good contest between two roughly equal fleets is fun. One really shiny fleet of regulars following around a small corp or channel that decided to give incursions a try, and farming them for faster sites, is most certainly not fun for at least half of the people involved.

Solution: Refine the mechanics beyond what we have now. The easy solution would be to split it 60/40 or something like that, provided both fleets contributed significantly to the site. Maybe 55/35/10 for three fleets. That way contests can still happen, with a clear winner, yet super-shiny fleets don't stand to gain much by following other guys around. The goal would be to look at how much faster the sites get done because of this tactic, and adjust the winning fleet's payout so that instead of profiting from picking on the little guy, they roughly break even compared to just doing a site themselves...


I would also add to the last point, that from my experience the human vs human competition has so far mostly been fun and we all act like gentleman unless there really is an issue. We usually avoid contesting the same fleet more then once, especially on purpose, some just become continuous friendly competitions until the payout really is off, then we split.

The one dissatisfying competition is vs multiboxer, usually there is no communication, no agreement, just ignored steamrolling. That's not really an issue of Incursions themselves, rather with multiboxing (which I so far dislike, but endure), but it would be great if something could make multiboxing more difficult to run in Incursions, so a real human fleets have its place in effectiveness, fun, payout etc... got no solution so far.
Nevyn Auscent
Broke Sauce
#37 - 2014-06-22 10:12:39 UTC
Mike Azariah wrote:
Aren't there TWO possible solutions to the 1 gated site in assault systems?

Either remove it or put more of them in so that you carry a set of ships in preparation of different needs

m

To carry a set of ships with you in highsec requires extremely convoluted freighting (& therefore at risk of gank for the potential drops also), or multiple trips moving them one by one (Also potential gank risk given value of some). There is no easy way in highsec to move a couple of Battleships for various sites plus a bunch of cruisers & battle cruisers.

Therefore carrying a set of ships with you when chasing moving events that can move after only a day or two sometimes is not a reasonable expectation under the current mechanics to base mechanics on.
Kirluin
#38 - 2014-06-22 10:17:30 UTC
problem: incursions not fun for small gangs (~3-4 pilots). scouts are way too easy, and vanguards way too hard.
solution: add something in between scouts and vanguards, perhaps limited to cruiser/battlecruiser level play here, to give the small fry something to do without getting overrun by the big boys.

I run with a small crew (2 dps 1 logi usually) and we tried incursions to get something more challenging than L4 missions when we're together. Wormholes / L5s are fun but we'd like to test our skills vs the incursion AI. scout site we tried was uselessly easy but we got insta-smashed to bits in a vanguard.

well we knew it would happen in the vanguard but gave it a go anyway in the name of science Lol.

epicurus ataraxia
Illusion of Solitude.
Illusion of Solitude
#39 - 2014-06-22 10:33:12 UTC
Personally, I would like to see incursions with a larger range of sites, there is a big step up in terms of skills, fits, and experience. And a significant issue regarding waiting for fleet.

The scout sites, and belt rats, could do with some work on their accessibility and rewards to allow everyone from "engaged and focused" single player, to "active and alert" pairs, to gain sufficient rewards to make them worth doing. Something that rewards concentration and not multboxing.

Missile ships are currently NOT the flavour of the month, a class of site that would make for a viable incursion missile boat experience would be very welcome.

Incursions could be a much wider opportunity for many more pilots. Sites for shiny ships and experience is good as far as it goes, but an interesting and challenging experience for lower skilled players and less optimised ships would have a real value for many more players.

Some of the love recently shown for losec would be very welcome in hi sec. It does not need to be so challenging or so rewarding, It does not need to be " all about the isk" but a wider range of activities based around incursions would make it more fun for many.

There is one EvE. Many people. Many lifestyles. WE are EvE

Black Canary Jnr
Royal Amarr Institute
Amarr Empire
#40 - 2014-06-22 10:40:38 UTC  |  Edited by: Black Canary Jnr
Problem: Number of incursions are out of proportion.
Solution: Increase the number of incursion in 0.0

A quick google search brought up that the number of systems were / are as of 2013

Quote:

• 1,212 highsec
• 695 lowsec
• 3,294 nullsec
• 2,498 w-space
• 230 dev-space


Given the number of 0.0 systems there should be more incursions there. For reference the number of incursions is, according to a post from 2014:

Quote:
3 Highsec, 1 Lowsec, 3 Nullsec.


Why are the proportions so skewed? Especially when you consider 0.0 incursions create the best content, shutting down Jump bridges, setting up deadly gate camps, setting up some great PvP encounters, they really force people out of their comfort zones. Give us more so it's not a once a 5 month affair that the incursion comes to town and we get to do cool stuff.



Also a single account running in incursions gets more isk per an hour than me multiboxing 3 accounts in 0.0 (After the refining changes i will be making even less isk from rat loot too, making the problem even worse.). That's broken. I guess i should just unsub 2 accounts and run incursions like the rest of my corpies are doing?