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Changes to SOV , Power Projection & Nullsec Stagnation

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Author
Saraki Ishikela
Perkone
Caldari State
#201 - 2014-07-07 17:58:14 UTC
I remember playing in 03 and actually raiding shipping lanes and corporate mining ops. A strategy for wars at the time was to prevent your opponent from mining and building ships and ammo to fight you with. my corp at the time was too small and our pilots too new to take head on engagements but we loved scouting mining ops and doing real damage to our opponents.

I remember participating in our defense fleets for our own mining ops and mass producing our own ships to fight with. There was more more conflict that game was more dangerous. Your accomplishments felt so much better you were fighting for your right to survive in that space. Kudos to this post and I support it.

My only advice is nerfing jump bridges to a single system is very drastic and would kill the function completely (maybe a good thing) I think keeping them within a 5 jump range is more plausible and still allows your corp to respond within a small radius. Or just remove the function completely.

Just my 2 cents.

One newbies quest to ExploreEVE: [u]Youtube[/u]: www.youtube.com/exploreeve - **[u]**Blogspot:[/u] http://exploreeve.blogspot.com [u]Twitter:[/u] www.twitter.com/exploreeve** - [u]Facebook[/u]:** www.facebook.com/exploreeve

Retar Aveymone
GoonWaffe
Goonswarm Federation
#202 - 2014-07-07 17:58:26 UTC
Kagura Nikon wrote:

Not by a small fleet. If people want more of smaller alliances/power blocs, then you NEED to stop thinking on the terms of fleets always having 200 members or more. The majority of the people that I know and that left 0.0, did it because they do not want that scale of fleets as the standard to do anything meaningful.

Yes by a small fleet. Saying flatly wrong things is not going to win you any points. All three things do not require timers. All three things are small gang targets: it's just that shooting structures is boring for small gangs.
Manfred Sideous
H A V O C
Fraternity.
#203 - 2014-07-07 18:07:53 UTC
Midori Tsu wrote:
I think that having timers and costs affected by usage are something that should be added. But i do have worries over this making the game tedious and unfun, which not every enjoys.

I may of missed it, but how will this affect blackops?


I disagree with your assertion to tedious and unfun. Lets look at a simple comparison. Do you go to the shops and buy the place out of food because you can? No you buy what you can afford , need and can use before it goes bad aka rots.

@EveManny

https://twitter.com/EveManny

WarFireV
The Scope
Gallente Federation
#204 - 2014-07-07 18:10:12 UTC
The amount of effort it require is more of a factor then "protecting the income!!!".
Manfred Sideous
H A V O C
Fraternity.
#205 - 2014-07-07 18:16:34 UTC
Wentworth III wrote:
Interesting solutions but I'm afraid the coalitions would not break up as a result. When the best income is directly dependent on the amount of sov owned, it makes sense for alliances to collaborate rather than fight.

The only way to really break up the coalitions would be to make renting less profitable to the extent that it could not support a coalition of 50,000+ characters. But that's impossible if you think about it. The only other option is to outlaw renting, but CCP wouldn't dare interfere with the whole ~sandbox~ narrative.



If you limit power projection people will have to spend time to travel to find content. Time is the commodity because players can't spend there day traveling to find the content. So logical choices will have to be made like " Hey if were blue to everyone within reasonable travel distance then we have nothing to do" " Likewise a group on the otherside of the universe will not travel here reasonably everyday " "Therefore why don't we unblue some of these groups so that our members have the ability to have content without traveling a unreasonable amount of time". You would still see epic battles for pivotal timers ( Home Systems ) when people "phone a friend to come to their aid". I also think this would give rise again to mercenaries ( Nomadic groups that can be contracted to augment stationary groups ).

@EveManny

https://twitter.com/EveManny

Bobmon
Imperial Academy
Amarr Empire
#206 - 2014-07-07 18:23:27 UTC
This is a very interesting thread!

My suggestions would be as followed:

The fact that 1 alliance (Coalition) can hold 1/3 of the game is weird to me. The Hacking module would be a excellent module to put into the game so that smaller alliances can poke the bigger ones for fun to gain sov. But then you come to the point where alliances will just jump in a lot of stuff to protect their sov without much real effort.

The solution would be to change the cost of sov. Basicly i would like to see that once you get above the a X amount of systems that it will cost more to keep it. This can then function as a Stacking penalty and will directly effect the bigger guy. This will make it so that its actually cost effective to have smaller alliance hold a smaller amount of systems and it will become extremely expensive to hold as many systems as some alliances do right now.

Also more alliances mean more changes for f*ck ups which will result in interesting content. It will also allow smaller alliances to take some sov and grow overtime resulting in them possibly becoming the next powerhouse. This will directly increase the content available in Nullsec on short term and long term...

You could even change the fact of owning a region is not beneficial but owning a constellation is. Once Constellations get important enough then it will invite smaller alliances to take that constellation and then expand once they are ready. This would basically mean that within a region multiple alliances could fight over who gets what. You could also have this effect your structure EHP. Basically the more you own the more you get weaker. This will allow smaller alliances to engage into DPS races because they have less to chew through. while larger alliances will have to shoot through a lot more EHP when the station is owned by a smaller alliance with less space

Eve was a lot more ‘’small alliance’’ friendly when old alliances that by have passed away. most of these alliances could simply not keep up with the increase of sizes of the fleet fights. With my ideas you will return this to the game and hopefully make it possible for new alliances to step up and maybe become the next Goonswarm / PL / Solar / CVA / Razor / NCDOT etc.

WIth my ideas you will give players the idea that they are possible of doing something while now everybody just sits and waits around until their FC pings. So in the end it will directly increase content in 0.0

SHIP SECTION

I think the issues that we are currently experiencing lay with how somethings are designed but not in the way they playout. I would for instance redesign the carrier drastically. The Carrier is literally the best option for almost every 0.0 engagement which is pretty scary. They should return to being a support vessel and keep the Supercarrier to deal the damage. This would immediately affect the ways people pick their capitals. The list would then return as following:

Carrier = Support
Dread = Damage
Super = able to do both
Titan = damage

Changing this will increase sub cap usages extremely which will result in more subcap fights and less reasons to escalate with super capitals or even titans.

also now that i've mentioned titans. Titans should return to being a ship that can actually do something other than live in a pos to bridge somebody. Titans are a big investment and I think they should be possible to at least fight something off. Yes its time to say it but bring back the Tracking!!!

It used to be an issue that bigger alliances (cough) would have problems with 30 titans dropping on their 40 man battleship fleet. U know how to clear that?? Indeed drop in a equal amount of dreads and haze them or get on zero of them. Another thing could be is a small AOW Doomsday that would do a set amount of damage but the more it hits the less damage it does.

Returning tracking titans to the game will not mean that it will return to what it used to be (thanks raiden xD) because right now alliances will just return the favor to quick. But it will allow individual titan pilots to do a bit more with their investment.

Now on to fuel. Fuel is definitely in no need of getting more expensive or more used because it will affect smaller alliances a lot more then bigger alliances. Bigger alliances simply increase their fuel budget and do a little bit more runs back and forth from jita. Changing ships that use isotopes will affect the game a lot more than just increasing the usages.

lowering prices of hulls won't change much either. its all about giving mainly bigger alliances a reason to pick subcaps over the option of carriers and their insane good at everything style of warfare.


just something I could come up with after browsing through everything
@BobmonEve

@BobmonEVE - BOBMON FOR CSM 12

Evelgrivion
State War Academy
Caldari State
#207 - 2014-07-07 18:24:40 UTC
Manfred Sideous wrote:
If you limit power projection people will have to spend time to travel to find content. Time is the commodity because players can't spend there day traveling to find the content. So logical choices will have to be made like " Hey if were blue to everyone within reasonable travel distance then we have nothing to do" " Likewise a group on the otherside of the universe will not travel here reasonably everyday " "Therefore why don't we unblue some of these groups so that our members have the ability to have content without traveling a unreasonable amount of time". You would still see epic battles for pivotal timers ( Home Systems ) when people "phone a friend to come to their aid". I also think this would give rise again to mercenaries ( Nomadic groups that can be contracted to augment stationary groups ).


I'm not under the impression that anyone who participates in territorial conflicts is in it to have fun. It seems dominated by Victory At All Costs, including any resemblance of fun, if it will achieve victory.
Alternative Splicing
Captain Content and The Contenteers
#208 - 2014-07-07 18:26:35 UTC
Make a deployable specifically designed to punish overextended empires and give potential for smaller ones to out harass a larger one. Upon deployment, the structure no longer sends notifications of any sort to its owners. For every day beyond the first, the total amount of HP required for reinforcement or destruction is cut by 10%. Obviously it should be very easy to destroy once discovered, and only gross negligence could let one of these last long enough to be effective.
Manfred Sideous
H A V O C
Fraternity.
#209 - 2014-07-07 18:41:04 UTC
Xolve wrote:
I like how all of you assume that making gross changes to the way capitals navigate the known game world will somehow have some mystical ability on players way to undermine even the best changes, to simply make more jumps, or to just quit playing this awful game.

"Power Projection" was a neat catch phrase during the CSM, but when most of the nullsec populace is capital ready (in many cases with several racial variants at that) what you're experiencing isn't 'power projection breaking the game' it's the influx of more and more players with higher and higher skill points.

Making Sov cost more might do something to break up huge swathes of space owned by a single entity, but if the space is unused in a 40k man coalition, why is going to be more desirable to a much, much smaller group? Bad space is bad.


There was a lot more to this, but the forum ate it (twice); this is the draft, and I can't be ****** to re-write it all again. TL;DR Tinkering with Sov, sure; ******* with jump drives, meh.



We don't buy capitals because we think " Wow I can cross the Universe fast " I would like to think we train and buy them because we think " Wow these things are big and cool and they make cool explosions and I am in awe of their destructive power" . Changing the way in which they travel does not affect that assumption.


For my alliance Pandemic Legion if my suggested changes were to happen I could see us sliding back into the mercenary role. We would base from Lowsec as we do now dominating the immediate area until a Nullsec group contracted us. We would then mobilize and organize logistics and prep what assets we need to complete or perform the mandate of our contract and move to the contract area. It would be a task to get there and setup not something we do willy nilly or with just a few cynos and jumpfreighters. Consequently our sphere of influence would be tied to where we are operating.

For Goonswarm Federation they would have to shrink their sov holdings to what they could reasonably manage , use and afford. They wouldn't be able to redeploy their whole force to other parts of the galaxy because if they do so and leave they're space unused. Unused space would become more expensive and easier to take. This would limit Gfed's sphere of influence.


I used PL and Gfed as examples as we are both seen as some of the great power of Eve.

@EveManny

https://twitter.com/EveManny

Arronicus
State War Academy
Caldari State
#210 - 2014-07-07 18:43:59 UTC
KanashiiKami wrote:
read and see what is fun to implement

key is make TCU the focus, no more need of other sov flipping structures like SBU

TCU enables upgrade of system resource architectures directly and it must be anchored inside a POS. TCU onlining and offlining requires 72 hours, TCU upgrade paths requires 72hours per cycle. each alliance/corp can hold on to a maximum of 5 TCUs (so in effect 5 systems max).



Ah, and here we are, back to the 'If a huge alliance can only hold sov in 5 systems, that will fix the blue doughnut' argument. Please see the extensive list of well thought out replies as to why this will not only have none of the intended benefit, but will stifle new alliances, and make the idea of 'carving out your own tract of space' less of an appealing aspiration.
Mr Rive
Sniggerdly
Pandemic Legion
#211 - 2014-07-07 18:44:37 UTC
Manny is right. People should stop arguing with him. He knows more about this game than you
Manfred Sideous
H A V O C
Fraternity.
#212 - 2014-07-07 18:45:26 UTC
Kagura Nikon wrote:
Xolve wrote:


Making Sov cost more might do something to break up huge swathes of space owned by a single entity, but if the space is unused in a 40k man coalition, why is going to be more desirable to a much, much smaller group? Bad space is bad.


There was a lot more to this, but the forum ate it (twice); this is the draft, and I can't be ****** to re-write it all again. TL;DR Tinkering with Sov, sure; ******* with jump drives, meh.



It is not only sov that is the problem. If we tie up costs to sov we jusut split the alliances within a coalition, not the coalition itself.

If we could make life be more expensive the more blues you have that would result in the ideal solution, the problem lies in how to do it in an elegant way that is not easily circunvented.

That is why I proposed (rough and very very initial idea) that the alliance manteinance bill be tied to the number of player owned outposts it is allowed to dock


This is a arbitrary limit even if its dynamic in its application. It can be gamed by creating alt alliances. So that way you only control a set amount of stations for the cost to not be driven up. Instead you tie sov cost to usage. If you use it its cheap if you don't its expensive.

@EveManny

https://twitter.com/EveManny

Karash Amerius
The Seven Shadows
Scotch And Tea.
#213 - 2014-07-07 18:52:18 UTC
I would like to chime in that Cyno mechanics in general are extremely 'bad gameplay'. The way it is now, you are forced to use throwaway alts to move capitals around. Does CCP really believe this is good design? I understand that a percentage of accounts, especially from old and established players and/or alliances, make up a good portion of subscriptions, but it's a real slap in the face.

And just to get on the nostalgic train...I too remember the 'old days' where everything was localized and exciting. I patrolled 3WE-KY for 3 months making sure the supply lines to the first Fountain Alliance were clear. It was the major choke point into fountain; the link to Delve wasn't created then. We had convoys of 30 bestowers, properly escorted...and m0o would still hit them. Fun was had by all.

Eve is very small now. As much as I like Wormholes...it only adds to it. Moving to another part of Eve was a "big deal". Venal seemed like an exotic destination from Fountain for example.

But having things too localized kills populations as well. CCP would be wise to remember this.

Karash Amerius Operative, Sutoka

SFM Hobb3s
Perkone
Caldari State
#214 - 2014-07-07 18:52:47 UTC
Hopefully the new space focuses on 'the little guys' and not huge coalitions. Who knows how CCP will set up the new space, but I'd bet that they are looking at all the ideas being discussed here. I see it as the testing grounds for fixing the rest of Eve's sov/projection problems.

The potential is there for sure, for meaningful space that can be held and secured by small groups. Player built/controlled stargates would likely be the first big step in stopping a huge coalition entering the system dead in its tracks. Hopefully the builders of the gates will have some measure of control, ie, force mass limits that recharge after certain amount of time (allows for small roaming both ways), to downright turning it off for a period of time.

I hope in these new systems they disallow cynos and jump drives altogether, but still make it possible for a super to exit or enter the system via the player-build stargate (make it so one super uses up the entire mass limit for that period of time). Or disallow supers in the new system altogether, I'm cool with that too.

As for the gates being destructable...make it so that the gate has to go through reinforcement timers on the Other side first, before the outside of the gate is vulnerable. Destruction of the gate could leave the surviving occupants forced with teaming up to do what they can to build a new exit gate...for which the other end could open up in a worse or better place than before...
Suddenly, Eve becomes KRULL!!!!

Also I'd like to see logging off outside a station in these new systems be a death sentence...your ships still does emergency warp...but stays in system until you log back in.That should discourage long-term cloaky campers.


Manfred Sideous
H A V O C
Fraternity.
#215 - 2014-07-07 18:54:29 UTC
jack1974 wrote:
A few pages in and it is nice to see the conversation evolving.

In my opinion the main problem will nullsec, AND THE ONLY PROBLEM WITH NULLSEC, is the sov mechanics. I'm no expert at creating rules but I feel the solution is simple:

ArrowSpeed up all timers so a system can change owners in less than a day.

Example: Alliance B could destroy Alliance A's station in under 18 hours(6 hour reinforcement timers).

Potential Situation:
Ally B knows that Ally A has a horrible USTZ and an even worse Aussie TZ. Ally B waits for Ally A to have a bad EUTZ showing so they begin to siege a strategic hub. Unless Ally A pulls a rabbit out of their @ss their station is lost.

How is this a solution? Alliances today rule out strategic hits/death blows because you can see them coming from a mile away.

With todays mechanics Ally A would reinforce Ally B's station on a wednesday. Ally B now has 3 days to plan its defense for the weekend. 3 days to move cynos, dictors, etc. WAY TOO MUCH TIME.

In current times, as we learned from Germanys Blitzkrieg, the faster you can hit the better!

Advanced Situation:
Coalition A needs to remove Coalition B from a region. They alarm clock on a Monday after DT for their coalition to reinforce and now CAPTURE every system in said region by Monday night. Come Monday afternoon Coalition B would be backpedaling due to the abrupt, vast attack on their space. Either they pull together numbers within the next 12 hours to defend every system or they face to lose all of their hardwork.

Que Mannies solution: Stations can be destroyed(assets beamed to lowsec/jita)
AttentionIf a coalition did a deathblow to another alliances main station, the defender would then logistically have to get all of their assets back out of lowsec/jita to the frontline againAttention
That would be a pain and people would gladly defend their turf to prevent the extra work.

All together this solution would do the following:
require all alliances to be on high alert at all times
SOV wars to be more FPS like, high death/action
logistic networks ready to retrieve lost assets from destroyed stations
potential more cap use(='s greater chance of cap loss)(more fuel usage)
more wars as alliances run the risk of losing their entire space in a week or two(nowadays 1 system a week)


Due to timezone restraints there has to be timers of at least 24 hours. You would not wan't to hold sov with mechanics where you go to bed and then wake up and its gone.

@EveManny

https://twitter.com/EveManny

Cherry Yeyo
Doomheim
#216 - 2014-07-07 18:57:24 UTC
Manfred Sideous wrote:
This is a arbitrary limit even if its dynamic in its application. It can be gamed by creating alt alliances. So that way you only control a set amount of stations for the cost to not be driven up. Instead you tie sov cost to usage. If you use it its cheap if you don't its expensive

So then you just fill the space with renters and we're back to square one

Until living in and using space for YOURSELF and your members is more profitable, fun, beneficial and entertaining than renting it out and unsubbing is addressed, all this power projection talk is just bandaids on a bigger problem.

.

Manfred Sideous
H A V O C
Fraternity.
#217 - 2014-07-07 19:03:19 UTC
Retar Aveymone wrote:
With the timer discussion, I think another thing that's been forgotten is the distinction between tower timing (takes some effort to get the timer right) and the new system of preset timers. I am not convinced that the "set time, timer is within the variance based on that time" is a better idea than the old system of tower timing where there were things like ******* up stront timing, or the ability to kite towers.


+1

@EveManny

https://twitter.com/EveManny

Varrakk
Deep Core Mining Inc.
#218 - 2014-07-07 19:05:56 UTC  |  Edited by: Varrakk
Kill the passive income. ie moons and renters.
Depletable moons.

For your back to 2008 senario, Worm Holes would be a very efficient logistics backdoor.
Orontes Ovasi
Genos Occidere
HYDRA RELOADED
#219 - 2014-07-07 19:17:41 UTC  |  Edited by: Orontes Ovasi
The mere omnipotence of current sov-holding coalitions in regards to their own assets is a major issue with sov as well. The removal of structure mails and a reversion to a more decentralized sov system (POS structure or something akin to POS sov in that there were multiple objectives that might be coming out at once) would place a limit on the ability of major sov blocs (N3 and the CFC) to project power.

IE, if you are living in Querious you shouldn't be able to know your POS in Black Rise is reinforced a mere 10 min after it is attacked without at least logging in a toon. The same sort of logic would apply to sov. However, sov itself needs to change because the current structure favors the human inclination to form massive groups designed to pulverize any enemy. POS sov would at least allow multiple timers over the course of a day to come out and put the same system at risk and at least discourage the dropping of 900~ people over and over. Whereas as it stands, systems (or the sov mods vital to it) are only really vulnerable every few days.

Furthermore, alliance only JBs would help curb power projection and increase one's own reliance on one's own alliance.
Manfred Sideous
H A V O C
Fraternity.
#220 - 2014-07-07 19:22:28 UTC
Cherry Yeyo wrote:
Manfred Sideous wrote:
This is a arbitrary limit even if its dynamic in its application. It can be gamed by creating alt alliances. So that way you only control a set amount of stations for the cost to not be driven up. Instead you tie sov cost to usage. If you use it its cheap if you don't its expensive

So then you just fill the space with renters and we're back to square one

Until living in and using space for YOURSELF and your members is more profitable, fun, beneficial and entertaining than renting it out and unsubbing is addressed, all this power projection talk is just bandaids on a bigger problem.


Perhaps some renters still would exist. However its still based on what I can reasonably travel too and protect. So If a renter system in cobalt edge is in reinforced mode and comes out @ 18:00 and a system in the spire comes out @ 18:15 I can only defend one because I cannot make it between those 2 points in time. This is where the power projection nerf comes into play. My sphere of influence is dictated by the fairest measure ( Time). Everyone everywhere will be affected fairly by the same rule.

@EveManny

https://twitter.com/EveManny