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Incursion 'Things'

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Author
Boss Mann
First Interstellar Trade
FullTard
#81 - 2014-06-23 19:46:19 UTC
Theres several things that could improve or destroy Incursions, some really good ideas presented, but the complaining about NCN's in Assault systems is crap..... site requires a certain fleet composition, so provide the ships required and off you go. It is the choice of many communities to fly the fleet comps that they do and not make the NCN a viable site... Not an issue with the site. Certain fleet types excel at certain sites and not so well at others.
James Baboli
Warp to Pharmacy
#82 - 2014-06-23 19:52:19 UTC
Boss Mann wrote:
Theres several things that could improve or destroy Incursions, some really good ideas presented, but the complaining about NCN's in Assault systems is crap..... site requires a certain fleet composition, so provide the ships required and off you go. It is the choice of many communities to fly the fleet comps that they do and not make the NCN a viable site... Not an issue with the site. Certain fleet types excel at certain sites and not so well at others.

Except that any t1 BC/ tech 3 tanked well enough to survive catching aggro second in the final pocket is at a severe penalty for applying damage even to targets at reasonable ranges. Now, if it opened up to command ships, this would make much more sense and be able to be tanked and still apply enough DPS to go quickly.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Boss Mann
First Interstellar Trade
FullTard
#83 - 2014-06-23 19:52:46 UTC
Heres an Idea.... If were going to Nerf the NCN to accomodate certain fleets, then maybe there should be a big easy button in TCRC's that automatically loads the Mtacs for me because I cant be bothered to put a tractor beam on my ship!
Frostys Virpio
State War Academy
Caldari State
#84 - 2014-06-23 19:55:16 UTC
Boss Mann wrote:
Heres an Idea.... If were going to Nerf the NCN to accomodate certain fleets, then maybe there should be a big easy button in TCRC's that automatically loads the Mtacs for me because I cant be bothered to put a tractor beam on my ship!


Except a bunch of ships can do MTAC duty without affecting negatively their presence for other stuff. Being in a T3/BC will totally impact your effectiveness for the rest of the site/other sites.
Hopelesshobo
Hoboland
#85 - 2014-06-23 19:57:09 UTC
Boss Mann wrote:
Heres an Idea.... If were going to Nerf the NCN to accomodate certain fleets, then maybe there should be a big easy button in TCRC's that automatically loads the Mtacs for me because I cant be bothered to put a tractor beam on my ship!


You can refit your ship in space with a mobile depot. You have to haul around a 2nd ship, and dock, to realistically reship.

Lowering the average to make you look better since 2012.

Frostys Virpio
State War Academy
Caldari State
#86 - 2014-06-23 20:02:15 UTC
Hopelesshobo wrote:
Boss Mann wrote:
Heres an Idea.... If were going to Nerf the NCN to accomodate certain fleets, then maybe there should be a big easy button in TCRC's that automatically loads the Mtacs for me because I cant be bothered to put a tractor beam on my ship!


You can refit your ship in space with a mobile depot. You have to haul around a 2nd ship, and dock, to realistically reship.


There isn't even a need to refit in space, whatever ship from the ranged group fit his utility high with a tractor permanently and you are good to go. A Mach will do it sole. If you have a really not shiny fleet, get 2 people to play yoyo with 2 cans.
Hopelesshobo
Hoboland
#87 - 2014-06-23 20:07:23 UTC
Frostys Virpio wrote:
Hopelesshobo wrote:
Boss Mann wrote:
Heres an Idea.... If were going to Nerf the NCN to accomodate certain fleets, then maybe there should be a big easy button in TCRC's that automatically loads the Mtacs for me because I cant be bothered to put a tractor beam on my ship!


You can refit your ship in space with a mobile depot. You have to haul around a 2nd ship, and dock, to realistically reship.


There isn't even a need to refit in space, whatever ship from the ranged group fit his utility high with a tractor permanently and you are good to go. A Mach will do it sole. If you have a really not shiny fleet, get 2 people to play yoyo with 2 cans.


I only mentioned this to show that changing out 1 module on a fit is immensely easier then swapping ships.

Lowering the average to make you look better since 2012.

James Baboli
Warp to Pharmacy
#88 - 2014-06-23 20:07:26 UTC
Frostys Virpio wrote:
Boss Mann wrote:
Heres an Idea.... If were going to Nerf the NCN to accomodate certain fleets, then maybe there should be a big easy button in TCRC's that automatically loads the Mtacs for me because I cant be bothered to put a tractor beam on my ship!


Except a bunch of ships can do MTAC duty without affecting negatively their presence for other stuff. Being in a T3/BC will totally impact your effectiveness for the rest of the site/other sites.

Or instead of calling it a nerf (which it isn't, we're asking for a buff to the site from our perspective), call it balancing. 60km total distance minimum for the BS, 1.4x the EHP of any other site and 1.3x the incomming DPS of any other site at that level is out of line. A restriction on which ships can take the gate for that one site just makes it brokenly out of line, as it reduces the effective DPS hulls by 1.2 (for perfect comp of shiny ABCs only) and none of these ships can make nearly the same DPS at range as the BS hulls they replace, and they end up fragile enough that they ought to be held back for a few moments to clear more DPS to make them survivable.

Asking for the command ships to be added somewhat alleviates the second problem, as their better native tank and similar application to unshiny ABCs when fully shiny makes them a competitive option without killing the flavor of the site entirely.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Boss Mann
First Interstellar Trade
FullTard
#89 - 2014-06-23 20:13:38 UTC
lets just solve it all with a new incursion ship hull, just one hull thats specifically for incursions and is the only hull that can take incursion gates, that way all of our freedom of choice is taken away as to what type of fleet comps we want to fly... no more need for having battleships or T3s or not.
Alternative Splicing
Captain Content and The Contenteers
#90 - 2014-06-23 20:23:41 UTC
Goldiiee wrote:
Currently over 80% of the Runners I know take weeks off at a time and go into low sec or Nul sec and exclusively engage in PVP. The part that pisses most people off is when they are engaging in PVP they are organized, well equipped, competently commanded and not worried about losing their 100mil to 1 billion ISK ships. All of this is because they run Incursions, you want PVP go where the PVP is, adding the risk of inadvertent PVP will only result in no viable targets and, no ISK for the guys that actually fulfil your PVP dream.


If I am understanding you correctly, this behavior highlights a major problem. Hisec isn't for PvE and low and null arent for PvP. The fact that they are able to dictate and define where PvP happens and where PvE happens, is, in my understanding, contrary to the goals of a sandbox. Miners get ganked in hisec. Freighters get ganked in hisec. Mission runners get ganked in hisec. Incursion runners do get ganked, but its absolutely much harder to gank them inside of a site than catching any of these other types doing their profession; why are they allowed this safety? Right now, hisec incursions outpace ISK/hr of many significantly more dangerous activities in null and low - if you are going to give them ISK, why not give them RISK? Seriously, Sansha rats should not shoot at friendly pirates.

I think about the people trying to live in low and null, where you want them to live so that content is generated, and then look at incursions. Why take the risk when the isk can be generated in complete saftey, and then used when you feel like PvPing?
Gavin Dax
Sebiestor Tribe
Minmatar Republic
#91 - 2014-06-23 20:25:44 UTC
Goldiiee wrote:
Gavin Dax wrote:
A lot of carebears in this thread it seems. Most of the suggested changes here while probably a net benefit won't make a huge difference. PvE incursions will still be boring grinds.

There is a huge opportunity to create great PvP content with incursions. Low/null as well as smaller gang HS contests. Seems the majority of the posters here only care about ISK grinding and how to make that slightly more efficient though.

I would think it is self explanatory, but just in case you missed it.

Adding a PVP element to high sec PVE will only eliminate the PVE and therefore the 'Intended' PVP.

If you think changing the system to low sec during the Incursion, or suspending Concord, or setting up a set of rules that allow for random roaming gangs to Shoot at Incursion runners you are deluding yourself. If any of the above came true they would simply stop running Incursions.

Currently over 80% of the Runners I know take weeks off at a time and go into low sec or Nul sec and exclusively engage in PVP. The part that pisses most people off is when they are engaging in PVP they are organized, well equipped, competently commanded and not worried about losing their 100mil to 1 billion ISK ships. All of this is because they run Incursions, you want PVP go where the PVP is, adding the risk of inadvertent PVP will only result in no viable targets and, no ISK for the guys that actually fulfil your PVP dream.


Hmm, did I offend you in some way? Nowhere did I say that HS should be more like low sec or anything similar to what you inferred. Nowhere did I say that pilots shouldn't be able to grind ISK in HS incursions with relative safety while semi-afk.

I posted suggestions earlier in this thread regarding possible PvP related improvements. Please explain how making scouts small-gang and high payout in HS would eliminate PvE and therefore PvP? If anything, it would be a (PvP!) conflict driver in HS the same way HQ sites are (i.e. site DPS contests). You would have to balanace the number of scout sites appropriately, maybe have only a few of the really good ones spawn to encourage contests only for them, etc. This would just be similar to DED site contests in HS, except instead of 1v1 type of competition, it would be 3v3, 4v4 or similar.

The real PvP, of course, should be in low/null though. Your post says nothing about that, like how incursions do almost nothing to create PvP conflict right now.

Your point that adding a PvP element to PvE will just eliminate the PvP is simply wrong. If it's implemented poorly then yes. Faction warfare is actually a very unpolished example of this, but it shows it's very much possible to combine PvP and PvE (FW could still do a much better job of this though). Incursions are a great opportunity to do this in low/null.

If you want to grind ISK 20% of the time to pay for the 80% of the time you PvP then that's fine. The game mechanics should allow that. And they do. A lot.

If you're like me though and don't ever want to grind ISK because you find it extremely boring, then there are very little options for you besides buying PLEX. Instead of camping a gate waiting for someone to form up and fight you, doing nothing for 90% of the time, why not do group PvE in a place that's easy to be found? Make ISK while you wait for a fight. Develop new game mechanics around that. Incursions have huge potential here. But as I said most of the posts here just care about how to make that ISK grinding slightly more efficient, which won't do anything significant for the game. Not that it's wrong though, I'm just wondering where all the PvPers are.
SurrenderMonkey
State Protectorate
Caldari State
#92 - 2014-06-23 20:30:53 UTC
Danika Princip wrote:
Problem: Highsec incursions are some fo the best ISK generators in the game, yet are completely risk free.

Suggestion for solution: Start by giving them the same gate rats as null/lowsec. Then, drop the security status of the incursion constelations, or just remove concord from them.



Seems like it would be easier to just remove incursions from high-sec (which would be awesome).

"Help, I'm bored with missions!"

http://swiftandbitter.com/eve/wtd/

James Baboli
Warp to Pharmacy
#93 - 2014-06-23 20:33:54 UTC  |  Edited by: James Baboli
Gavin Dax wrote:
I'm just wondering where all the PvPers are.

Not posting about how they fund things like shield fit rail vigilants to clean up the WCS spam of FW.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Justin Cody
War Firm
#94 - 2014-06-23 20:48:55 UTC  |  Edited by: Justin Cody
Mike Azariah wrote:
Similar to little things threads, I am collecting some ideas to take forward to the devs.

What I want from you is ideas on how you would like to see incursions changed. Everything from spawn to complexity to which sites or classes need work. Now do not go asking for a huge payout buff UNLESS you have a good justification for it.

I will be contacting some of the Incursion communities, and am willing to come on comms if you wish to give me an earful rather than spend time in the forums. Or you could send me an Evemail. Whatever floats your boat

Format

Problem:
Suggestion for solution:

ie,

Problem: wasting time in competitions
Solution: Indicator that shows relative position in competition over time as a scale similar to the influence one.

Thank you for your input

m




OK: Challenge Accepted

Problem: Risk Reward in high sec is out of balance. (0 risk, 100% reward)
Solution: Incursions in high sec space turn high sec into 0.4 sec space until capsuleers retake it.
Benefit: More mothership drops, increased isk ad LP rewards - players can pvp without CONCORD interfering. After all Incursions are supposed to disable CONCORD's systems.

Problem: No significant downside to not running incursions in null sec or even low sec/FW space
Solution: Incursions after a certain point of sitting at 100% (point to be decided) expand to a neighboring constellation like a cancer...but only within the contiguous region. If an Incursion ever gets to control a region then it spreads simultaneously to a bordering constellation in all neighboring regions connected by gates.
Benefit: Induces a sense of urgency to fight sansha otherwise the power and control can grow. It would be gin to significantly disrupt trade in high, low and null security space.

Problem: Farming of Incursions
Solution: If the system reaches a certain % (lets say 90%+ just as a random state) and stays there for more than 24 hours without the mothership being killed...then sansha begins to reinforce and fight back harder. After all not finishing off the enemy will eventually let them reinforce in almost any case.
Benefit: Decreases farming and pushes those who want to farm harder. Increasing the spawn rate of sites as well would also increase the competition and the necessity for cooperation amongst capsuleers to end the scourge of Sansha!

More Esoteric Problem - Content
Incursion have not been updated in some time so to add content is difficult in the sense that certain roles are filled already.
Solution - Introduce Incursion Stages that MATTER:
Initial Stage - Sansha is invading and setting up (only staging system is affected initially - lasts about 1 hour, but pilots quick to respond can nip the incursion in the bud.
Stage 2 - Constellation Control.
Sansha now has control over the affected constellation (normal incursion status);
Stage 2a - Sansha Reinforcements (capsuleers have taken too long and now sansha fights back 50% harder).
Stage 3: Sansha Last Stand/Withdrawl - Mothership appears and the incursion is either beaten back, or it moves into stage 3a. Stage 3a: Sansha Expansion - A neighboring regional constellation is now under Stage 1 Incursion threat.
Stage 4 - Sansha Regional Control: Sovereignty flips from default sov holder to Sansha. If this happens to a nullsec power their Sovereignty levels are reset to 0 even if they manage to take back the space...this can mean CSAA's are shut down.
Stage 4a - within 24 hours of stage 4 an new neighboring regional area is invaded by sansha. The Cancer is growing.

At stage 3 and 4 Sansha should be deploying his own dreadnought and carriers in the newly controlled region at special sites called Overlord Base and the system will be called an Overlord System, as opposed to Vaguard or Assault. The overlord systems will not be cyno jammed. New Sansha flavored Capital gear can be dropped. True Sansha Capital Armor Repair BPC's, True Sansha giga Pulse Lasers and the like.

Problem - Incursions only happen with Sansha
Solution - Perhaps more diverse incurisons should begin to happen as pirate factions research forbidden or newly discovered/stolen technologies. Though rarer than Sansha incursions there should be a chance for an Angel, Gurista, Blood Raider, or Serpentis Incursion that will more or less be the same. This can be explained out of the evolution of the Clone Trooper programs that pirate factions are running.
Benefits - if regional controls are achieved then players can obtain...through great effort Capital ship gear from these other factions and have a different experience. New Pirate Mothership BPCs may drop increasing the diversity amongst the family of super carriers.
Justin Cody
War Firm
#95 - 2014-06-23 21:02:24 UTC
Scirocco B wrote:
Greetings from one of the few Assault FCs from The Ditanian Fleet.

Problem: Scout sites are unused.
Solution: Rework to be a 2-3 man cooperative site. RR BSs spring to mind.

Problem: Nation Consolidation Netowrk
Solution: HTFU and bring some T3s or HACs. Don't be a puss FC. I've let both into my fleets. It'll keep you running well beyond the 30 minutes it takes to do the OFCs and NCSs.

Problem: TCRCs kill sleepy or inexperienced people.
Solution: HTFU, wake up, and pay attention. DPS and Logi (BTW I LC in HQs. Havn't had a loss yet on my watch in a TCRC)

Problem: TPPH tower bash. Yep its boring.
Solution: Don't be a little baby. Grow up, life isn't always exciting.

On the whole, incursions are fine the way they are. Payout may seem to be risk free, but it is only that way when everyone is paying attention, following orders and fit correctly. Sounds a lot like how null works.

Scirocco B out.



They have CONCORD in null?
Goldiiee
Bureau of Astronomical Anomalies
#96 - 2014-06-23 21:27:11 UTC
Gavin Dax wrote:
Response edited for brevity

Didn't offend me, sometimes my prose is a bit acerbic my apologies, I was lumping several of the PVP pro suggestions into one response while addressing your's as well, no offence was meant just trying to get the most out of one post.

Incursion runners are the opposite of Carebears, they use teams of people to interact with the environment, they provide ISK for the market and reduce the cost of many things by providing a demand, they provide content through team participation with the exception of a few they can't do it solo, and as I stated before a large portion use their ISK to do exactly what you want them to do, PVP.

The fact that they leave their 5 billion ISK machines in the station when they come out to fight seems to be the main problem everyone has with them.

A few of the points you mentioned;

Anyone that Semi-AFK's Incursions will be left with more debt than profit in short order.

I have been on several low sec Incursion grinds that resulted in more PVP than ISK.

The current choice of FW or Incursions is available, if you want risky PVE with your PVP or vice versa, they are there for everyone to enjoy no need to vanilla down Incursions like tieracide has many of our ships.

Until groups got together and started running with trusted friends Incursions were rife with ganks, FC scams, wreck thefts and general ship losses. Now that the communities have spent 2 years perfected a way to keep everyone safe and making ISK there seems to be a line of people asking to make them more dangerous and easier to subvert so they can get their hands on the shiny loot. It's not broke, we have made it safe at great cost and effort, if we want to risk ships while making ISK we do the Low sec spawns.

As I said before there are plenty of opportunities to do PVP with your PVE it's not needed here; We got rid of it without CCP's help for a reason.

As you said, (Paraphrasing) you make a choice for what you want in EVE, you can buy a PLEX, you can sit in a belt and mine, you can run missions, buy and sell commodities, or sit on a gate and wait for a juicy target, each of those choices are an investment of time and effort.

You chose to not do Incursions, mining, marketing, missions, industry, exploration, alliance participation, or any of the other means of PLEXing an account through gameplay and would like CCP to make one of these options subjected to your style because you don't like to grind for your ISK. Here's a hint no one likes to grind for ISK, some do it because they want more toys to play with and possibly lose.

This thread is, IMO, about the 40% (Give or take) of Incursion content that is not being used (Scout sites and Assaults due to NCN's), fixing that would create opportunities for more players to get involved in non-carebear content like being involved in team efforts, learning fleet manoeuvres, ship fittings, skill progression and getting the ISK buffer that makes them feel comfortable in engaging in the other gameplay IE; PVP.

Things that keep me up at night;  Why do we use a voice communication device to send telegraphs? Moore's Law should state, Once you have paid off the last PC upgrade you will need another.

Sniper Smith
Center for Advanced Studies
Gallente Federation
#97 - 2014-06-23 21:32:23 UTC
Fix assaults.

We have 3 assault sites, each of which wants a totally different fleet comp.. one that needs almost all snipers, one that wants almost all DPS, and one that wants a mix of cruisers and BS's..

Make them work better together, as in more evened out.. I mean HQ's have 2 DPS heavy sites and 1 sniper heavy site, but they can all be done with ease either either comp.. AS's you need at least 2 different fleets, cause if you are running cruiser heavy for the Sniper heavy one you'll be there all day.

Second, I'm not a fan of the way contests work, and it leads to a lot of incursions ending early.. So my suggestion would be to split the payment along the lines of what % of damage the fleet did, less 10%.. what does this mean? Both fleets get payment, but even best case, you're not making extra money contesting another fleet into the ground.

Lastly, change when the Mom spawns. At the moment it spawns as soon as influence is ground down, thus meaning it can be popped without an hr or two of the incursion spawning. I would propose that it not appear till the incursion goes Mobilized. This will lead to longer times.
My alternative if we don't what to do that, is more punishment for popping them. As in in theory a max time Incursion will last for a week, then up to 2 days for respawn. So say I pop the mom on day 3, I suggest that a new one not spawn till the end of the timer.. so potentially 4 more days + 2 more if it all takes max length. Might scare some people off the drama if they know it means they screw themselves for up to a week also.
Petra Hakaari
Stalking Wolfpack
#98 - 2014-06-23 21:33:11 UTC
Problem: rense and repeat...
Possible solution: guristas, serpentis and angel incursions, limit sanshas to amarr space, serpentis to gallente, guristas to caldari and angel to minmatar.

Different strategies, each with their ewar, sanshas for neut, guristas for ecm (so niarjas wouldnt be able to ecm no more), gallent efor tracking disruption, minmatar... well, figure something XD


This would make incursions a little bit more interesting, specific fits for each, on guristas logistics could fit remote eccm, and basilisk might only fit 5-1 instead of 4-2



Anyway, this i think would be a part of pve overhaul as a whole, it makes no sense that a single battleship can pwn one of those mission istes where there are like 10 battleships and 20 cruisers shooting at you, they should have more a pvp behavior, i mean, less ships per room but much much tougher and smarter ships...

Because tities .

Hopelesshobo
Hoboland
#99 - 2014-06-23 21:58:11 UTC
Justin Cody wrote:


OK: Challenge Accepted

Problem: Risk Reward in high sec is out of balance. (0 risk, 100% reward)
Solution: Incursions in high sec space turn high sec into 0.4 sec space until capsuleers retake it.
Benefit: More mothership drops, increased isk ad LP rewards - players can pvp without CONCORD interfering. After all Incursions are supposed to disable CONCORD's systems.



1. Highsec ganks on incursion runners while running incursions still happen
2. Incursion runners have to move their shiny ships quite often all over highsec before they can even run incursions
3. You are still risking your ship by being in the site. You cannot only weigh the risk from PVP encounters, but from PVE as well.

Lowering the average to make you look better since 2012.

Alternative Splicing
Captain Content and The Contenteers
#100 - 2014-06-23 22:08:58 UTC
Goldiiee wrote:
It's not broke, we have made it safe at great cost and effort, if we want to risk ships while making ISK we do the Low sec spawns.

As I said before there are plenty of opportunities to do PVP with your PVE it's not needed here; We got rid of it without CCP's help for a reason.


No one wants to risk ships to make ISK, but the nature of the game is distorted when a select activity can actually have next to zero risk and make tons of ISK. I don't like risking my ships, but I want ISK.

Does a freighter like going through chokes?
Does a miner like being in an ice field?
Does a ninja ratter like being a few jumps away from a busy null hub and being hunted?
Does an AFKtar get killed on occasion?
Does a station trader like being caught on speculation from a few patch notes?
Does a ganker like having the loot fairy raise her fickle hand and say 'No'?

All of these have RISK inherit in them. Player driven risk. The consistency and ease of the incursion ISK, coupled with the inability to be effectively tampered with due to CONCORD, etc, makes it a very silly thing.