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Changes to SOV , Power Projection & Nullsec Stagnation

First post First post First post
Author
Cherry Yeyo
Doomheim
#221 - 2014-07-07 19:32:17 UTC
Manfred Sideous wrote:
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

But what made you have a timer in Cobalt Edge and The Spire? Wouldnt it make sense to live in one constellation, one region, one pocket? No, it doesnt make sense because theres not enough value in that space.

OK, let me get more space! More space = more renters = more isk

Why do alliances need isk? To guard their sandcastle or kick over someone elses

.

Onnen Mentar
Murientor Tribe
#222 - 2014-07-07 19:34:12 UTC  |  Edited by: Onnen Mentar
I could not agree more that power projection needs to be nerfed severely. It's the only way you'll get truly epic fights that actually mean something. Meaning comes from effort invested, not from numbers.

How about allowing a single character to move more at once, but make the move itself considerably slower and more dangerous?

Imagine carriers/freighters could carry 10 times what they carry now, but moving from the north to the south would take days and requires traveling through every damn system. With some bad luck, by the time you arrive, it turns out your best friends are stabbing you in the back... It would make conflicts slower and somewhat more predictable.

Other than that, I believe sov warfare should be very "minimalist". As few sov structures as possible.. no need for cyno jammers and what not. The main advantage defenders should get is that they're already there and nicely stocked on ships and ammo. If the attackers handle the logistics well, then props to them.

Logistics should be a team effort that requires a proper fleet to guard the convoy. It should involve fighting your way there.

But...there is a fundamental flaw in EVE's industry design: industry is more complex than it should be (too many different components) and anything T2 requires components from all regions.

This encourages trade, sure, but at the same time obliterates any possible local identity. What if the great wildlands provided all raw materials needed for the production of minmatar T2 ships? I am dreaming now, but that is the kind of flavour EVE industry sadly lacks.
Manfred Sideous
H A V O C
Fraternity.
#223 - 2014-07-07 19:39:11 UTC
Cherry Yeyo wrote:
Manfred Sideous wrote:
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

But what made you have a timer in Cobalt Edge and The Spire? Wouldnt it make sense to live in one constellation, one region, one pocket? No, it doesnt make sense because theres not enough value in that space.

OK, let me get more space! More space = more renters = more isk

Why do alliances need isk? To guard their sandcastle or kick over someone elses



Ok so just to be clear I am replying under the rationalization that my suggested changes were implemented. So first any space I own or control must be utilized or it becomes more expensive and easier to conquer. Secondly the space I do control has to be in a proximity of what I can reasonably protect. This is affected by the size of my alliance what assets I can bring to bare and the time in which it takes for me to get there. You see I might be able to take a system far away and I might be able to rent it. But protecting it means I need to be able to get there to do so. By doing so I might not be able to protect a system I own somewhere else. Now if I am a larger alliance perhaps I can have fleets in 2 or 3 different places. But being a larger alliance I will need more space to utilize to support my larger player base. So you see it still comes down to what can I utilize what can my sphere of influence cover.

@EveManny

https://twitter.com/EveManny

Jen Seltier
New Eden Alt Corp Industries
#224 - 2014-07-07 19:41:17 UTC  |  Edited by: Jen Seltier
This topic has been discussed many times with many different options discussed.

i like the direction and the acceptance of this stand point so far with several parts to it.

however i believe finding the middle ground is the key.

I believe their should be no rental empires/buffer zones and no jump bridge/jump beacon networks to move 200 men across the whole of EVE in 10-20 minutes. i have done that, we even got to the fight in its early stages due to tidi and we raped the hostile fleet, it was a blast yet soooo over powered.

Quote:
Arrow Jumprdrives limited jumprange to adjacent system only. (lightyear distance is irrelevant)


Limiting jump drives is a must, the range of this limitation is the major question.
I believe 1/2 to 2/3 reduction is optimal to really reduce the ability to switch region easily without the use of a gate.
the ability to use a gate would need to be added as suggested.

Or the other option or even combined fix, is to extend the time between jumps.
At this time, the time between being able to jump is completely based of capacitor, if you have a cyno/beacon chain ready.
A timer should be enacted which means that you can only use a drive drive/bridge once every 10 minutes, with the exception being blackops which would have a set % reduction on this timer, i suggest 75% to 90%.

Quote:
Arrow All capitals can use stargates.

Agreed in order to enable them to switch regions if needed.

Quote:
Arrow Jumpfreighters gain bubble immunity

Agreed, however with the exception that they can not jump from high sec directly.
A jump drive can only be activated from low sec or below if this change was to occur.

Quote:
Arrow Regional Trade NPC is created to exchange racial building materials for other racial building materials.

i agree within reason and with a price increase, however i still do believe the logistic chains and industrialists should be able to cover this without much issue and is therefore not needed.
My questions to this option is: where would this trade happen from? NPC station? so adding NPC stations to sov only areas?

the rest i completely agree with.
Stations should need to be stronted, with a max of 36 hours if max fueled and must be refueled to enact the second timer, and shield regen or it just sit there waiting to be destroyed.
Manfred Sideous
H A V O C
Fraternity.
#225 - 2014-07-07 19:51:35 UTC
Onnen Mentar wrote:
I could not agree more that power projection needs to be nerfed severely. It's the only way you'll get truly epic fights that actually mean something. Meaning comes from effort invested, not from numbers.

How about allowing a single character to move more at once, but make the move itself considerably slower and more dangerous?

Imagine carriers/freighters could carry 10 times what they carry now, but moving from the north to the south would take days and requires traveling through every damn system. With some bad luck, by the time you arrive, it turns out your best friends are stabbing you in the back... It would make conflicts slower and somewhat more predictable.

Other than that, I believe sov warfare should be very "minimalist". As few sov structures as possible.. no need for cyno jammers and what not. The main advantage defenders should get is that they're already there and nicely stocked on ships and ammo. If the attackers handle the logistics well, then props to them.

Logistics should be a team effort that requires a proper fleet to guard the convoy. It should involve fighting your way there.

But...there is a fundamental flaw in EVE's industry design: industry is more complex than it should be (too many different components) and anything T2 requires components from all regions.

This encourages trade, sure, but at the same time obliterates any possible local identity. What if the great wildlands provided all raw materials needed for the production of minmatar T2 ships? I am dreaming now, but that is the kind of flavour EVE industry sadly lacks.


This was why I "threw" the trade NPC into my suggested changes. I know its not a perfect idea but I think it could be fair if it was based off market values. Perhaps someone has a better idea I am all ears. If we were to nerf power projection and create a nullsec that wasn't reliant or dependant on the tether to empire there would have to be some mechanism in which things could be acquired that are not obtainable locally. Thats was the basis of my idea for a trade NPC. Perhaps this Trade NPC is a upgrade you install into a ihub or perhaps a upgrade to a station. Perhaps that upgrade could be disabled or interrupted by the Hacking minigame. Also you would restore it by the hacking minigame. These are conflict drivers and ways in which small parties could create chaos and trouble.


The Trade NPC would basically work the way a villager works in Minecraft. You trade goods and you get a good you need/desire. The exchange rate would be based off the median value of the item you offer for trade versus the item wish to receive. Rounded of course so if you want Hydrogen Isotope and you have Helium Isotope for trade and the Hydrogen is worth 500 a unit and the helium is worth 1000 per unit then the resulting exchange would be you get 2 units of Hydrogen for your 1 unit of Helium. Perhaps a transaction fee ( isk sink ) is also exchanged that can then be modified by trade skills. Perhaps in player owned stations the owner gets a cut of the NPC fee.

@EveManny

https://twitter.com/EveManny

Zappity
New Eden Tank Testing Services
#226 - 2014-07-07 20:05:45 UTC
Just a few thoughts.

Premises
1. Sprawling empires are bad. This is bad because it makes it more difficult for smaller entities to get into the null game.
2. Dependence on a large number of players/allies to survive is bad. There is only one logical endpoint to this after a period of coalescence: two enormous coalitions which balance each other (see point 1).
3. Alliances would not form coalitions if they did not have to. I am assuming that lack of fights and a desire for independence would be enough to stop coalition formation if point 2 (i.e. survival) was solved.

Actions
1. Nerf power projection.
2. Institute ‘dynamic true sec’ to increase rewards for active space and decrease rewards for inactive space against an unmodified sec.
3. Institute ‘dynamic defence index’ to increase the defensibility of active space and decrease defensibility of inactive space. Somehow.

Results
Rental empires will be maintained as long as it is possible to defend multiple parts of your empire simultaneously over great distances. Nerfing power projection will increase the probability of successful rebellion and territorial wars. This will continue until the optimal empire size is achieved, i.e. small enough to adequately defend all borders.

Alliances need the ability to grow ‘upward’ instead of sprawl ‘outward’ and this must include both rewards and defence. A ‘tall’, active alliance should be very difficult (impossible?) to dislodge from a small area of the map. If an alliance chooses to grow upward (focus their activity in a smaller area of space) then they should attain greater income (‘dynamic true sec’), preferably player-generated rather than moon-generated. They should also attain greater security as a natural consequence of concentrated force but also from sov mechanics (the ‘Somehow’ above), allowing them to defend against a stronger force (‘dynamic defence index’).

Conversely, if an alliance chooses to grow outward then their reward is rental income. Power projection nerfs mean that such an alliance would be inherently unstable, vulnerable to coordinated attacks.

A potential problem with this approach is that an active rental alliance would also grow in defensive strength. Maybe that is alright if the renter would need to be involved in sov defence. If they are strong enough and good enough to repel a strong invader then the chance of rebellion would also be increased.

Zappity's Adventures for a taste of lowsec and nullsec.

Manfred Sideous
H A V O C
Fraternity.
#227 - 2014-07-07 20:11:59 UTC
Zappity wrote:
Just a few thoughts.

Premises
1. Sprawling empires are bad. This is bad because it makes it more difficult for smaller entities to get into the null game.
2. Dependence on a large number of players/allies to survive is bad. There is only one logical endpoint to this after a period of coalescence: two enormous coalitions which balance each other (see point 1).
3. Alliances would not form coalitions if they did not have to. I am assuming that lack of fights and a desire for independence would be enough to stop coalition formation if point 2 (i.e. survival) was solved.

Actions
1. Nerf power projection.
2. Institute ‘dynamic true sec’ to increase rewards for active space and decrease rewards for inactive space against an unmodified sec.
3. Institute ‘dynamic defence index’ to increase the defensibility of active space and decrease defensibility of inactive space. Somehow.

Results
Rental empires will be maintained as long as it is possible to defend multiple parts of your empire simultaneously over great distances. Nerfing power projection will increase the probability of successful rebellion and territorial wars. This will continue until the optimal empire size is achieved, i.e. small enough to adequately defend all borders.

Alliances need the ability to grow ‘upward’ instead of sprawl ‘outward’ and this must include both rewards and defence. A ‘tall’, active alliance should be very difficult (impossible?) to dislodge from a small area of the map. If an alliance chooses to grow upward (focus their activity in a smaller area of space) then they should attain greater income (‘dynamic true sec’), preferably player-generated rather than moon-generated. They should also attain greater security as a natural consequence of concentrated force but also from sov mechanics (the ‘Somehow’ above), allowing them to defend against a stronger force (‘dynamic defence index’).

Conversely, if an alliance chooses to grow outward then their reward is rental income. Power projection nerfs mean that such an alliance would be inherently unstable, vulnerable to coordinated attacks.

A potential problem with this approach is that an active rental alliance would also grow in defensive strength. Maybe that is alright if the renter would need to be involved in sov defence. If they are strong enough and good enough to repel a strong invader then the chance of rebellion would also be increased.


This person gets it. /applaud

@EveManny

https://twitter.com/EveManny

Karash Amerius
The Seven Shadows
Scotch And Tea.
#228 - 2014-07-07 20:12:00 UTC
Clones need to be thrown into the mix about power projection as well. Although not usually important right now on a mass scale...any attempt to curb power projection will see clones being gamed pretty heavily.

Karash Amerius Operative, Sutoka

Manfred Sideous
H A V O C
Fraternity.
#229 - 2014-07-07 20:16:46 UTC
Karash Amerius wrote:
Clones need to be thrown into the mix about power projection as well. Although not usually important right now on a mass scale...any attempt to curb power projection will see clones being gamed pretty heavily.



You are probably right but honestly I don't have a well thought idea on which to deal with them.

@EveManny

https://twitter.com/EveManny

Teckos Pech
Hogyoku
Goonswarm Federation
#230 - 2014-07-07 20:18:43 UTC
Manfred Sideous wrote:

Allison A'vani wrote:
The entire in game economy relies on the Jump Freighter making logistics not more of an absolute pain in the ass than it already is. If my JF was limited to jumping 1 system at a time I would strait up unsub my accounts.


Its funny the economy got along just fine before jumpfreighters.


Sure and the economy 100 years ago got on just fine too. Of course, it did not and could not support a standard of living like we see today. There is one very simple rule anyone who takes any economics course should learn. Everything comes with trade offs. Everything. I'm not sure you've fully explored the trad offs inherent in your suggestion here.

For example, various items would become more scarce as there would be increased risk in moving stuff around. From empire to null and vice-versa. At the very least that increased risk will mean sometimes stuff does get blown up. As scarciity increase price will go up. If price did not go up then some people would not undertake the actions necessary to provide those items (risk vs. reward calculations).

And who would be less harmed by an overall increase in the price level...older more established characters....often the very same people in the older, larger and well established current null sec entities.

I get what you want to accomplish here and I even applaud your attempt to take on the issue. But instead of making logisitics in Eve even more like a second or even full time job...might I suggest you find ways to that result in more utilization of space and creating content via positive incentives vs. negative ones?

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Evelgrivion
State War Academy
Caldari State
#231 - 2014-07-07 20:20:56 UTC  |  Edited by: Evelgrivion
Teckos Pech wrote:
Manfred Sideous wrote:

Allison A'vani wrote:
The entire in game economy relies on the Jump Freighter making logistics not more of an absolute pain in the ass than it already is. If my JF was limited to jumping 1 system at a time I would strait up unsub my accounts.


Its funny the economy got along just fine before jumpfreighters.


Sure and the economy 100 years ago got on just fine too. Of course, it did not and could not support a standard of living like we see today. There is one very simple rule anyone who takes any economics course should learn. Everything comes with trade offs. Everything. I'm not sure you've fully explored the trad offs inherent in your suggestion here.

For example, various items would become more scarce as there would be increased risk in moving stuff around. From empire to null and vice-versa. At the very least that increased risk will mean sometimes stuff does get blown up. As scarciity increase price will go up. If price did not go up then some people would not undertake the actions necessary to provide those items (risk vs. reward calculations).

And who would be less harmed by an overall increase in the price level...older more established characters....often the very same people in the older, larger and well established current null sec entities.

I get what you want to accomplish here and I even applaud your attempt to take on the issue. But instead of making logisitics in Eve even more like a second or even full time job...might I suggest you find ways to that result in more utilization of space and creating content via positive incentives vs. negative ones?


The environment that cynos built is, in my opinion, toxic, and needs to go. If logistics being a full time job seems to be the ensuing direction, maybe you should look at your approach from a human resources standpoint. Making it easier on logistics guys is no excuse for the game that has grown around its mechanics.
James Amril-Kesh
Viziam
Amarr Empire
#232 - 2014-07-07 20:23:25 UTC
Evelgrivion wrote:
The environment that cynos built is toxic and needs to go. If logistics being a full time job seems to be the ensuing direction, maybe you should look at your approach from a human resources standpoint. Making it easier on logistics guys is no excuse for the game that has grown around its mechanics.

Sure it is. If you make things ****** for them they'll either stop doing logistics, or they'll stop playing EVE altogether. I'm sure that'll be great for the health of the game. Roll

Enjoying the rain today? ;)

Evelgrivion
State War Academy
Caldari State
#233 - 2014-07-07 20:25:03 UTC  |  Edited by: Evelgrivion
James Amril-Kesh wrote:
Evelgrivion wrote:
The environment that cynos built is toxic and needs to go. If logistics being a full time job seems to be the ensuing direction, maybe you should look at your approach from a human resources standpoint. Making it easier on logistics guys is no excuse for the game that has grown around its mechanics.

Sure it is. If you make things ****** for them they'll either stop doing logistics, or they'll stop playing EVE altogether. I'm sure that'll be great for the health of the game. Roll


I'm not convinced that it's necessary for logistics guys to play the game as you perceive they do right now. No matter the scenario, the whole nullsec landscape is a direct product of mechanics that are beneficial to logistics guys. There are a lot more players than the logistics wings of alliances, and they are not important enough to balance the entire game around. We've already tried that approach, and it's clear that there is far too much baggage that comes with it.
Retar Aveymone
GoonWaffe
Goonswarm Federation
#234 - 2014-07-07 20:25:16 UTC  |  Edited by: Retar Aveymone
Manfred Sideous wrote:

Its funny the economy got along just fine before jumpfreighters.

once again: in a manner of speaking yes, but that manner of speaking was that carriers were cheaper, longer range jump freighters (and before that, cargo-expanded dreadnaughts). the jump freighter exists because they had to replace the niche of "thing that jumps lots of cargo to nullsec" when they nerfed the carrier. I do not believe the economy ever got along before the introduction of that niche of ships in any real way because null has never really had the capability to be self-sufficient.
Wentworth III
Oblivion Watch
HYDRA RELOADED
#235 - 2014-07-07 20:26:56 UTC  |  Edited by: Wentworth III
Manfred Sideous wrote:
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 ).



Yeah, the first thing that came to mind when I read the original post was the comeback of true nullsec mercenary alliances.


I'm still not convinced people would give up their blues in favor of content and specifically, I cannot see the CFC doing this. As we've seen over the past years alliances within the CFC have been completely OK with sacrificing content for security and income (evidenced by the stagnation in nullsec we experience today.) Every alliance complains about the lack of content but none want to give up their massive safety net of blues.

Bottom line, I don't see most of the CFC alliances which are quite frankly not capable of standing on their own resetting their blues to get content. If content is what they wanted in the first place they wouldn't have joined the largest blue list the game has ever seen. They'll just live with less ability to deploy as a coalition, or will all live on the fringes of CFC controlled space.
Evelgrivion
State War Academy
Caldari State
#236 - 2014-07-07 20:32:30 UTC
Wentworth III wrote:
I'm still not convinced people would give up their blues in favor of content and specifically, I cannot see the CFC doing this. As we've seen over the past years alliances within the CFC have been completely OK with sacrificing content for security and income (evidenced by the stagnation in nullsec we experience today.) Every alliance complains about the lack of content but none want to give up their massive safety net of blues.

Bottom line, I don't see most of the CFC alliances which are quite frankly not capable of standing on their own resetting their blues to get content. If content is what they wanted in the first place they wouldn't have joined the largest blue list the game has ever seen. They'll just live with less ability to deploy as a coalition, or will all live on the fringes of CFC controlled space.


Winning seems to take priority over fun, especially for strategic objectives. If that's the case, winning is the thing that is broken, and needs to be fixed. I think the changes proposed by Manfred Sideous will serve that end well.
Teckos Pech
Hogyoku
Goonswarm Federation
#237 - 2014-07-07 20:32:39 UTC
Retar Aveymone wrote:
Manfred Sideous wrote:

Its funny the economy got along just fine before jumpfreighters.

once again: in a manner of speaking yes, but that manner of speaking was that carriers were cheaper, longer range jump freighters (and before that, cargo-expanded dreadnaughts). the jump freighter exists because they had to replace the niche of "thing that jumps lots of cargo to nullsec" when they nerfed the carrier. I do not believe the economy ever got along before the introduction of that niche of ships in any real way because null has never really had the capability to be self-sufficient.


Just curious here...

Since this predates my time in game (which is fairly long now), can any of your rally bitter vets (P) describe this nerf ot carriers?

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Evelgrivion
State War Academy
Caldari State
#238 - 2014-07-07 20:35:30 UTC
Teckos Pech wrote:
Just curious here...

Since this predates my time in game (which is fairly long now), can any of your rally bitter vets (P) describe this nerf ot carriers?


Many years ago, there were no restrictions on what could be inside of a ship's cargohold when it was placed in a carrier. People would pack Iteron Mark Vs full of stuff, put them in carriers, and then jump to their destinations.
Teckos Pech
Hogyoku
Goonswarm Federation
#239 - 2014-07-07 20:37:32 UTC
Evelgrivion wrote:
Teckos Pech wrote:
Manfred Sideous wrote:

Allison A'vani wrote:
The entire in game economy relies on the Jump Freighter making logistics not more of an absolute pain in the ass than it already is. If my JF was limited to jumping 1 system at a time I would strait up unsub my accounts.


Its funny the economy got along just fine before jumpfreighters.


Sure and the economy 100 years ago got on just fine too. Of course, it did not and could not support a standard of living like we see today. There is one very simple rule anyone who takes any economics course should learn. Everything comes with trade offs. Everything. I'm not sure you've fully explored the trad offs inherent in your suggestion here.

For example, various items would become more scarce as there would be increased risk in moving stuff around. From empire to null and vice-versa. At the very least that increased risk will mean sometimes stuff does get blown up. As scarciity increase price will go up. If price did not go up then some people would not undertake the actions necessary to provide those items (risk vs. reward calculations).

And who would be less harmed by an overall increase in the price level...older more established characters....often the very same people in the older, larger and well established current null sec entities.

I get what you want to accomplish here and I even applaud your attempt to take on the issue. But instead of making logisitics in Eve even more like a second or even full time job...might I suggest you find ways to that result in more utilization of space and creating content via positive incentives vs. negative ones?


The environment that cynos built is, in my opinion, toxic, and needs to go. If logistics being a full time job seems to be the ensuing direction, maybe you should look at your approach from a human resources standpoint. Making it easier on logistics guys is no excuse for the game that has grown around its mechanics.


So, run it more like a business so it is less like a business? Is that your suggestion? Sorry, but you'll have to pardon me for finding that kind of rhetoric completely daft.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Retar Aveymone
GoonWaffe
Goonswarm Federation
#240 - 2014-07-07 20:38:32 UTC
Teckos Pech wrote:

Just curious here...

Since this predates my time in game (which is fairly long now), can any of your rally bitter vets (P) describe this nerf ot carriers?

You can't have cargo in the cargohold of a ship in a carrier's SMA.

Before, people would fill iterons up to the brim then load them into a carrier. You could fit like 3 iterons giving you something like 150km of space (I don't remember exactly what the best packing for maximum space was) being hauled around in your carrier's SMA. The nerf was that now you can't put things that have things in their cargohold into a carrier SMA.

This is, incidentally, why many way-oldschool carrier alts also have gallente industrial V: so they could pack their own carriers.