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Changes to SOV , Power Projection & Nullsec Stagnation

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Author
Manfred Sideous
H A V O C
Fraternity.
#581 - 2014-07-09 20:05:47 UTC
Kagura Nikon wrote:
Querns wrote:
Kagura Nikon wrote:
Querns wrote:
Kagura Nikon wrote:
But I still think major problem is the no drawback on having thousands of blues. If you cannto have thousands of blues then it does not matter how much projection you have.

The problem is that blues cannot be "restricted." Sure, you can put in game mechanics to limit the size of entities, or put in mechanics that restrict the in-game standings in some effective, non-specified way, but the fact of the matter is that blue relationships are increasingly forged out of game -- at barbecues, at Fanfest, in Vegas, in Jabber, on Mumble. Out of game software and organization can compensate for any attempted restriction of in-game blue lists.

Attempting to curtail organization and friendship is a non-starter. How do you propose to keep two disparate groups from working together?




No need to curtain friendship.. just to curtail automatic system that make cooperation easy. Make your allaince manteinace increase by the number of blues you have (simple and very rude example) and you can keep friend of someone. But you will not have them blue and therefore emergency operations with them are almost impossible.

If blue standings increased the alliance maintenance cost, we'd just keep our allies neutral most of the time, then blue them as needed for ops. Alternatively, we'd just eat the cost, since we have a lot of money.

This is Yet Another version of using costs to control empires. You can't do this. Cost is not a limiting factor in Eve: Online.



it is, because it grows directly in relation to the income capability. Cost is a limiting factors. Th problem is that fixed costs are never going to be a limiting factor. And what you described is exactly what i was thinking. Blue donuts would not be effective at a scalation fight but would be still powerful in planned battles? The result? Now we have a reason to make " hit and run "(for lack of a better term) strikes.

Couple that with a delay of a few hours to change standings...



You may propose whatever change you might dream, as long you ALLOW a blue list to have 10 K people, it will have 10 K people. That is human nature. If it is impossible to limit blue list then we are doomed and this thread is meaningless because if there is something impossible is to curtail human nature and to think that any approach that relies on psycological pressure will work (because that is the same fail as all the other attempts to use such factors, because it ignores the fact that people will usually not think the same way as the one that created the mechanism).

You may make travel as hard as you want, that will NOT solve the blue donut. It will make the stronger part of the blue group to kick the weaker part and pray on them. But the stronger parts that could fight each other in an interesting way will NOT depart. Why? because cowardice is deeply and strongly at the center of human mind.


If someone wants to have 10k friends then by all means they should have 10k friends. Thats awesome MMOs are supposed to be social. With my suggested changes the day they are implemented the landscape will slowly start to change. Groups will start to make conscious choices on what they can afford and utilize. When they start dropping those systems it creates open land for new parties to consider moving out and taking for themselves. So now slowly you have new groups settling in nullsec. As time goes on parties will seek content they will seek expansion due to growth. Others will shrink as they die off. This will create shifts in null sec on a smaller scale then what we are use too. More localized. Friendships and Enemies will be forged.

@EveManny

https://twitter.com/EveManny

Mazzara
Band of the Red Sun
#582 - 2014-07-09 20:31:14 UTC
Rivr Luzade wrote:
New parties into the current state of 00 sec? Why? Are they big? Can they create headlines like the 2 BBB? I doubt it. And since they cannot create headlines nor otherwise meaningful content, they are not needed in the current state of 00 sec. Roll With the current mechanics and, probably more importantly, the very simple-minded meta gaming around Sov 00 sec, you cannot get into Sov 00 without succumbing to one of the blocks or get kicked out. Even with your changes.

Your suggestions, especially the JF bubble immunity, is very funny. ^^ If you can only jump to the next system, where's the point of having a jump drive at all? They are expensive, they need a cyno everyone can warp to, they then offer no benefit anymore.

And by the way: Why is there yet another thread about this topic? It has been discussed over and over, even in several topics in the last couple of weeks...



oh look another, oh no you can't do that, this game is for just us, and anyone ideas that would change how we play the game is wrong
No matter how much you scrub, how hot of water you use, you can't wash shame!
Manfred Sideous
H A V O C
Fraternity.
#583 - 2014-07-09 20:47:24 UTC
So I am just waking up sipping my morning coffee and reading all the great replies. Good discussion and a few really great ideas. Netflix put submarine movies up this month so I went to bed and then proceeded to watch The Hunt for Red October and Das Boot Sooooooo goood. Tonight I will watch crimson tide and hopefully wake up at a somewhat more respectable time tomorrow. But I digress , I think the idea of depletable resources has some promise and one that should be explored more. I also very much like the idea of changing deathclones in conjunction with the other changes. It makes sense and is reasonable. I think the exception would be that you would need to be able to set your deathclone somewhere else at least. Like perhaps your character's birth system.


I'd like to just caution that I think many of the ideas suggested itt are great. I think most would work in a vacuum and most although great in spirit are too easily gamed and hurt the little guy more. We all make choices everyday in the sandbox that effect others . Those choices are based off the rules and tools in which CCP give us. All changes in a sandbox should take into consideration a few things.

Arrow Does this make things dynamic more/less
Arrow Does this change interaction more/less
Arrow Is this change equitable more/less
Arrow How does this change scale micro/macro
Arrow Does this offer immersion more/less


I know there is more to add to that list but I have only consumed 1 cup of coffee so far and my brain isn't at peak performance yet.

@EveManny

https://twitter.com/EveManny

Kusum Fawn
Perkone
Caldari State
#584 - 2014-07-09 20:51:49 UTC
I havent seen any replies to what i posted,, and am curious as to what people think of it.

https://forums.eveonline.com/default.aspx?g=posts&m=4785725#post4785725

Its not possible to please all the people all the time, but it sure as hell is possible to Displease all the people, most of the time.

Mashka Cybertrona
Imperial Dawn.
#585 - 2014-07-09 20:53:53 UTC
this is a sandbox, the community has the power to "fix" a lot of the problems itself. It simply requires enough of us to get on board with an ideology and stick with it.

Saying that everyone wants to win and so they will just cast aside any agreements in favor of "winning at any cost", you have a different definition of winning that I do. If you have to break agreements, blob a system to the point of locking it down to achieve strategic victory that is not winning in my book, that if anything is a loss.

And my idea was not about sovereignty. It was about content generation. Wars currently are used to generate content, a direct side effect is having to force an enemy to defend an asset or risk losing it. What I'm proposing is an enviroment that generates content without the sov grinding.

N3 and CFC keep their existing space, generate content in a warzone region (I vote for catch/Provi) and nobody has to remain in this scenario of kicking each other in the nuts until one guy falls over xD

TLDR:

If you don't want the space
If you hate the sov grind
If you want good fights

Why not come to an agreement to generate wargames/fun fighting in a warzone? At least until CCP fixes eve Roll


Manfred Sideous
H A V O C
Fraternity.
#586 - 2014-07-09 20:58:54 UTC
Mazzara wrote:
Rivr Luzade wrote:
New parties into the current state of 00 sec? Why? Are they big? Can they create headlines like the 2 BBB? I doubt it. And since they cannot create headlines nor otherwise meaningful content, they are not needed in the current state of 00 sec. Roll With the current mechanics and, probably more importantly, the very simple-minded meta gaming around Sov 00 sec, you cannot get into Sov 00 without succumbing to one of the blocks or get kicked out. Even with your changes.

Your suggestions, especially the JF bubble immunity, is very funny. ^^ If you can only jump to the next system, where's the point of having a jump drive at all? They are expensive, they need a cyno everyone can warp to, they then offer no benefit anymore.

And by the way: Why is there yet another thread about this topic? It has been discussed over and over, even in several topics in the last couple of weeks...



oh look another, oh no you can't do that, this game is for just us, and anyone ideas that would change how we play the game is wrong


Jumpdrives will still exist cynos will still exist they will still have value. Bypassing gatecamps , Jumping into battles in a preferred position. Cynoing onto a station things like that.

@EveManny

https://twitter.com/EveManny

PotatoOverdose
School of Applied Knowledge
Caldari State
#587 - 2014-07-09 20:59:11 UTC  |  Edited by: PotatoOverdose
Andy Koraka wrote:

  • With about 500m in implants our Nidhoggur warps 4.3 AU/sec with an align of 9.9 seconds (compare to the 14s align of the ever popular "foxcat" batleship)

  • Sure, "proper" caps/supers may counter these fast warping Nidhoggurs, but those caps/supers are slow and have to cyno and cap up in each and every system. Meanwhile the Nidhoggurs will simply be gone by the time the counter-caps arrive.

    I can see it now. The same people that bring 1000 ishtars to a fight will now bring 1000 nidhoggurs instead.

    You know what's hilarious? That caps will break the proposed mechanics just as badly as they broke the current game. Too bad some people just can't stand the prospect of their "shiny" getting nerfed. And I don't mean just a jump drive nerf.
    Manfred Sideous
    H A V O C
    Fraternity.
    #588 - 2014-07-09 21:23:28 UTC
    Kusum Fawn wrote:
    >Each alliance has a Capitol seat, each corp in the alliance has a Home system
    >Make sov require contiguous systems and scale the cost to how many systems are owned.
    >system bonuses are tied to distance from capitol, and home
    >Sov costs are based on useage (reverse scale, more used systems are cheaper)
    >Map statistic intel is no longer published (docked active pilots/active pilots in space)
    >Grav/ice sites become signatures again and better balanced for lowend minerals (just make them easy to find)
    >Everything gets an alchemy (Goo, Ice, minerals, gas)
    >system sov index tied to useage, Naturaly degrading sov means that sov can be lot due to inactivity by owners.
    >allow more then one outpost per system and remove outpost ownership from sov influence. add monthly upkeep costs per station.

    -Jump bridges are now for only moving around in your own space because the sov necessary has to be attached to other sov.
    -Individual nullsec empires are smaller to control costs, while encouraging small alliances to take space, While this doesnt change renting, it encourages more alliances owning space. and reduced the sprawl of single entities.
    -multiple outposts not affected by system sov means that A. Real market hubs can be built, with refining, manufacturing and research can be centered in a home or capital system, B. Services can be rendered and upkept by third parties (neutral black frog stations anyone?)
    -more alchemy allows for greater freedoms in ship types in non-native regions, with reduced logistical need for fuel importation.
    -Ice and ore signatures means greater security for miners in null, low and wh, while better balance of mineral composition means less reliance on importation

    Comments?


    Arrow Alliance Home system I don't agree because under you're suggested change larger alliances are punished. Goonswarm Federation as a example have 10k members. They require more systems and from what I gather from your post is that the further away from the home system the less benefits they get. This punishes someone like GFed for no good reason.

    Arrow I think everyone agrees sov cost should be tied to utilization. Heavy utilization should give discounts to the sov bill and increase the tenacity of sov structures. Whereas underutilization ( levels are all debatable) should increase sov cost and sov structures have less tenacity.

    Arrow Idisagree completely with map statistics being removed. I think they are a fair and equitable way for people to use for intel. You still need to travel to the system to see who and what is doing things.

    Arrow Grav Sites - Perhaps in a nullsec where you rely on producing locally this makes sense. Tucking miners away in some site that needs to be probed down seems silly. We want people working together and PVP'rs actively protecting miners. Well hostile parties seeking to destroy miners need some reasonable measure of being able to get to the miners before they can simply dock up. Not to say that miners should die when a hostile enters system.

    Arrow Alchemy - Yeah this would be a no brainer in a nullsec that exist post power projection nerf.

    Arrow Outpost - I am not sure that we would want more than one outpost per system. Why wouldn't you just want to upgrade your current outpost eliminating the need for more outpost. I think outpost upgrades should become cheaper and there should be a greater selection of upgrades and more levels. Goonswarm Federation has a ton of corps they should be able to upgrade a station to the point that all of those corps could have a office. It shouldn't cost a bajillion isk either. A upgrade like office upgrade should cost a flat amount and give you X amount of slots.

    Arrow Jumpbridges being attached - I agree they should be attached to other sov. No more islands. You can have an island somewhere but that island can only have jumpbridges within that island.

    Arrow Stations not affected by sov - I like the spirit of the idea ( I can recall ISS and how they were a neutral party that offered services just like you describe) . However how stations are conquered needs to be fleshed out. The sov owner has to have some means of control over the station should the other party become fowl or default on the terms of use. Perhaps the treaty system could come into play here with station owners being able to lease a station to 3rd parties while still retaining ownership.

    HTH

    @EveManny

    https://twitter.com/EveManny

    Manfred Sideous
    H A V O C
    Fraternity.
    #589 - 2014-07-09 21:30:30 UTC
    PotatoOverdose wrote:
    Andy Koraka wrote:

  • With about 500m in implants our Nidhoggur warps 4.3 AU/sec with an align of 9.9 seconds (compare to the 14s align of the ever popular "foxcat" batleship)

  • Sure, "proper" caps/supers may counter these fast warping Nidhoggurs, but those caps/supers are slow and have to cyno and cap up in each and every system. Meanwhile the Nidhoggurs will simply be gone by the time the counter-caps arrive.

    I can see it now. The same people that bring 1000 ishtars to a fight will now bring 1000 nidhoggurs instead.

    You know what's hilarious? That caps will break the proposed mechanics just as badly as they broke the current game. Too bad some people just can't stand the prospect of their "shiny" getting nerfed. And I don't mean just a jump drive nerf.


    Really ? because you won't have intel channels or anything ? You won't have people in space doing things downpipe that can notify you that hey so and so is coming? Furthermore why are they coming? What will being there accomplish unless they intend to stay there. Absenteeism no longer works with sov holding. You have to be there you have to live there in order to keep it. So maybe the 1000 nids make you dock up. Perhaps they RF some stuff. Then what?

    They have no lasting power unless they can commit to being there. Because sure they can project power in that place but that place only. Again I would drag bubble , dictor bubble them to hell and back and make them miserable for ever coming. Burn your 1000 nids through dictor bubbles every jump. Or cap up and jump every jump. Go for it bro just go for it.

    @EveManny

    https://twitter.com/EveManny

    Manfred Sideous
    H A V O C
    Fraternity.
    #590 - 2014-07-09 21:36:42 UTC
    Mashka Cybertrona wrote:
    this is a sandbox, the community has the power to "fix" a lot of the problems itself. It simply requires enough of us to get on board with an ideology and stick with it.

    Saying that everyone wants to win and so they will just cast aside any agreements in favor of "winning at any cost", you have a different definition of winning that I do. If you have to break agreements, blob a system to the point of locking it down to achieve strategic victory that is not winning in my book, that if anything is a loss.

    And my idea was not about sovereignty. It was about content generation. Wars currently are used to generate content, a direct side effect is having to force an enemy to defend an asset or risk losing it. What I'm proposing is an enviroment that generates content without the sov grinding.

    N3 and CFC keep their existing space, generate content in a warzone region (I vote for catch/Provi) and nobody has to remain in this scenario of kicking each other in the nuts until one guy falls over xD

    TLDR:

    If you don't want the space
    If you hate the sov grind
    If you want good fights

    Why not come to an agreement to generate wargames/fun fighting in a warzone? At least until CCP fixes eve Roll




    Shadoo , Mister Vee , Vince Draken and I had this idea a year ago. In the end it could be fun for a short time but it would be hollow and meaningless. Much as most of the fighting that blocks are doing now. Both blocks have everything they want there is no need or little will to go all in and risk destruction. Why risk it we got the goodlife now is the mentality. Peacetime reimbursements , Endless Supers with isk to rebuild them when the occasional woops happens. I know I am the minority I say F it all lets just get it on because it will be epic. But most people have attachment to their space pixels and are only willing to risk them if there is a reasonable chance of success.

    @EveManny

    https://twitter.com/EveManny

    PotatoOverdose
    School of Applied Knowledge
    Caldari State
    #591 - 2014-07-09 21:37:21 UTC  |  Edited by: PotatoOverdose
    Manfred Sideous wrote:
    PotatoOverdose wrote:
    Andy Koraka wrote:

  • With about 500m in implants our Nidhoggur warps 4.3 AU/sec with an align of 9.9 seconds (compare to the 14s align of the ever popular "foxcat" batleship)

  • Sure, "proper" caps/supers may counter these fast warping Nidhoggurs, but those caps/supers are slow and have to cyno and cap up in each and every system. Meanwhile the Nidhoggurs will simply be gone by the time the counter-caps arrive.

    I can see it now. The same people that bring 1000 ishtars to a fight will now bring 1000 nidhoggurs instead.

    You know what's hilarious? That caps will break the proposed mechanics just as badly as they broke the current game. Too bad some people just can't stand the prospect of their "shiny" getting nerfed. And I don't mean just a jump drive nerf.


    Really ? because you won't have intel channels or anything ? You won't have people in space doing things downpipe that can notify you that hey so and so is coming? Furthermore why are they coming? What will being there accomplish unless they intend to stay there. Absenteeism no longer works with sov holding. You have to be there you have to live there in order to keep it. So maybe the 1000 nids make you dock up. Perhaps they RF some stuff. Then what?

    They have no lasting power unless they can commit to being there. Because sure they can project power in that place but that place only. Again I would drag bubble , dictor bubble them to hell and back and make them miserable for ever coming. Burn your 1000 nids through dictor bubbles every jump. Or cap up and jump every jump. Go for it bro just go for it.

    So.....just to be clear......people that are willing to bring 1000 domis to a fight won't be willing to bring 1000 nidhoggurs that warp/align as fast or faster (and come with a jump drive for what that's worth).

    Yeah, no, you're right. No one would ever go for that. Roll

    Edit: Oh and nevermind that those same faster-than-battleship carriers can refit to whatever, on a whim should the need arise.
    Manfred Sideous
    H A V O C
    Fraternity.
    #592 - 2014-07-09 21:48:16 UTC  |  Edited by: Manfred Sideous
    PotatoOverdose wrote:
    Manfred Sideous wrote:
    PotatoOverdose wrote:
    Andy Koraka wrote:

  • With about 500m in implants our Nidhoggur warps 4.3 AU/sec with an align of 9.9 seconds (compare to the 14s align of the ever popular "foxcat" batleship)

  • Sure, "proper" caps/supers may counter these fast warping Nidhoggurs, but those caps/supers are slow and have to cyno and cap up in each and every system. Meanwhile the Nidhoggurs will simply be gone by the time the counter-caps arrive.

    I can see it now. The same people that bring 1000 ishtars to a fight will now bring 1000 nidhoggurs instead.

    You know what's hilarious? That caps will break the proposed mechanics just as badly as they broke the current game. Too bad some people just can't stand the prospect of their "shiny" getting nerfed. And I don't mean just a jump drive nerf.


    Really ? because you won't have intel channels or anything ? You won't have people in space doing things downpipe that can notify you that hey so and so is coming? Furthermore why are they coming? What will being there accomplish unless they intend to stay there. Absenteeism no longer works with sov holding. You have to be there you have to live there in order to keep it. So maybe the 1000 nids make you dock up. Perhaps they RF some stuff. Then what?

    They have no lasting power unless they can commit to being there. Because sure they can project power in that place but that place only. Again I would drag bubble , dictor bubble them to hell and back and make them miserable for ever coming. Burn your 1000 nids through dictor bubbles every jump. Or cap up and jump every jump. Go for it bro just go for it.

    So.....just to be clear......people that are willing to bring 1000 domis to a fight won't be willing to bring 1000 nidhoggurs that warp/align as fast or faster (and come with a jump drive for what that's worth).

    Yeah, no, you're right. No one would ever go for that. Roll



    Again to what end are they bringing 1000 of whatever to a fight. If its a system they plan to take that borders there existing space that they can utilize I say good for them. They had a 1000 dudes obviously they needed that system. Because if they take it and don't need it and can't utilize it its going to cost them a fortune. Now if those 1000 whatevers are traveling to some distant spot to take something or help take something I say ok great that 1000 helped take it. Now what happens when they leave and the 1000 whatevers aren't there to protect it? Are those 1000 whatevers going to travel back and forth everyday. I mean if the 1000 whatevers are traveling back and forth everyday then damn thats a 1000 whatevers not at there home to defend. I'd dial up some mercs or enemies of the 1000 whatevers and say " hey 1000 whatevers are traveling here everyday all there stuff is undefended" . Bam now 1000 whatevers have a choice to make " Do we take our 1000 whatevers over here or do we need our 1000 whatevers to stop stuff happening in our own space. You know since we already established they like using 1000 whatevers to get the job done.


    Like I feel like you are not connecting the dots here. Only seeing part of the equation that reinforces your bias. During the Haloween war the attackers CFC , RUS , BL tried doing exactly what I am suggesting. The problem with that idea was that because of power projection N3/PL specifically me for a large part was able to bounce slowcat/subcap/super fleets all over the universe and put out fires as they were lit. CFC , RUS , BL were a impressive force able to create REAL pressure all over the map. But because of power projection I was able to counter that pressure.

    *Edit to expand on my point.

    @EveManny

    https://twitter.com/EveManny

    PotatoOverdose
    School of Applied Knowledge
    Caldari State
    #593 - 2014-07-09 21:59:41 UTC  |  Edited by: PotatoOverdose
    Manfred Sideous wrote:


    Like I feel like you are not connecting the dots here. Only seeing part of the equation that reinforces your bias.

    Maybe. But where I live, I see 100-200 man Roaming fleets every day. Those fleets often bring ishtars, apocs, etc. In the past some of them used domis.

    Do you see why I might have a problem with those same roaming fleets using Nidhoggurs that warp/align faster than those same battleships, can use the same gates everyone uses, have far more ehp, dps, and rep available than those same battleships, and on top of everything else can refit to any other loadout on a whim? Do you seriously not see the problem with that?

    Maybe the mighty pandemic legion doesn't see that as a problem. But I'm a little dude in a relatively small and insignificant outfit that fights outnumbered every day. And you know what? I can't kite those nidhoggurs. I can't kill them off one by one. I can't do anything to them except batphone some bigger friends. But your changes make even that bat phone bit harder (which is a good thing - the only good thing about these proposed changes).

    So tell me, how should I connect those dots?
    Manfred Sideous
    H A V O C
    Fraternity.
    #594 - 2014-07-09 22:18:40 UTC
    PotatoOverdose wrote:
    Manfred Sideous wrote:


    Like I feel like you are not connecting the dots here. Only seeing part of the equation that reinforces your bias.

    Maybe. But where I live, I see 100-200 man Roaming fleets every day. Those fleets often bring ishtars, apocs, etc. In the past some of them used domis.

    Do you see why I might have a problem with those same roaming fleets using Nidhoggurs that warp/align faster than those same battleships, can use the same gates everyone uses, have far more ehp, dps, and rep available than those same battleships, and on top of everything else can refit to any other loadout on a whim? Do you seriously not see the problem with that?

    Maybe the mighty pandemic legion doesn't see that as a problem. But I'm a little dude in a relatively small and insignificant outfit that fights outnumbered every day. And you know what? I can't kite those nidhoggurs. I can't kill them off one by one. I can't do anything to them except batphone some bigger friends. But your changes make even that bat phone bit harder (which is a good thing - the only good thing about these proposed changes).

    So tell me, how should I connect those dots?


    Ok the reasons why you see those 100-200 man roaming fleets everyday are easy to explain.


    1. They are from coalitions. Whose individual alliances all live in different regions. But because of jumpbridges they can all come together very easy to form these 100-200 man fleets.
    2. These 100-200 man fleets don't have anything else to do. They don't have miners or builders to protect in there home space. They don't have logistic pipes to patrol. The only thing they can do is form a fleet big enough to go somewhere to get pvp content and the fleet has to be big enough to deal with what they deem as expected possible escalation.
    3. Perhaps these pilots are all staging from VFK or something like that. They are doing so because there is nothing for them to do in there home area. I mean they can run some anoms but other than that they are where the action is.


    With the changes I suggested you will see much more focus on home space. Doing things in home space and protecting it. Raiding other neighboring space to disrupt those activities like mining and etcetra. They definitely won't be able to skip large swaths of space via cynos and jumpbridges. So coming together to form those fleets will in itself be a chore.

    @EveManny

    https://twitter.com/EveManny

    jiujitsutou
    The Scope
    Gallente Federation
    #595 - 2014-07-09 22:45:12 UTC
    Hi i would like to throw in some more ideas into the discusion some of wich allready have been mentioned in one or another way , so are my own and some come from talking with people.
    This is a very limited model and only focuses on the power projection aspect .

    So basicly: I like the idea that capitals have a special way of traveling (cyno jumping) . So my model wouldnt touch this part but .
    -> SC´s and Titans would receive a (as suggested earlyer in this massive thread) jump timer wich is char bound (15 min per jump maybe ? dont want to focus on details here)
    The story idea behind it is that moving so huge ships really shakes and bends the space-time continuum and it needs some time to get back into normal swing .
    The gameplay idea is : Sc´s and Titans are the tools of power , they can only be build in 00 they are damn tough to crack (atleast for non sov superpower) and sov holder (and pl) have massive stocks so they are one part of the problem of small(er) alliances getting into sov 00
    Also: Titans get their bridges removed (and get a proper (combat?)role) , sov bridges get a limitation to the owner only

    Moving onto Caps: Dreads alone are vulnerable so i dont think they need additional restrictions in terms of movement added.
    Carrier: Well the are damn hard to bring into ballance , in a super logi role (triage) they are as limited and usefull as dreads .
    But as Super RR Domis they are indeed a problem (for wich i cant really offer a solution) maybe limiting them to fighter only might be a solution (they are very strong i know but they are mobile drones and mobile drones can fall victim to smart- and dumb bombs

    Jumpclones: I would leave JC untouched as they allready have a timer added (19h atleast)
    Medical clones: I would limit MC´s so you could only get one when you go to the station you want one in and create the contract there (If i want a MC in some lowsec or friendly 00 i would need to go there and create one rather than jsut remotely set one)
    that would in total limit the amount of clone jump you could do per day to two (1: You use the jc and 2: you suicide yourself to your mc).

    Blackops: mabye we should think about removing the tech3s from the list of ships that can use the portal , but aside from that i dont think they need major changes either .

    What do you guys think about this (very limited) model ?
    Kusum Fawn
    Perkone
    Caldari State
    #596 - 2014-07-09 22:53:56 UTC
    Manfred Sideous wrote:

    Sniped for character limit

    HTH

    Part of the issue with the current system is the single sprawl of one alliance that is too big to take on no? while its true that capital and home systems doesn't affect the coalition issue, it does affect the sprawl issue. encouraging multiple smaller alliances seems to me to be a way to prune some of the sprawl and combined with the requirement for activity to maintain sov spaces, it would open a lot of space for new groups to gain foot holds.
    You mentioned 10k Goonswarm members (Grr Goons) I agree that it would penalize goons and other large sov holding alliances, but i believe that they would find a balance between the space they can use and the space they can pay for.
    Again combine this with Sov needing to be contiguous, Nullsec Alliances wouldn't in general cover three regions, while a coalition might still anyways. It makes sense to me that the farther out from the seat of government a place is, the lesser the control of the government in that location. Much like how lowsec is still Empire sov, but not patrolled by concord or empire navy. Its restrictions are lesser because of its distance from the Government seat.

    I dislike the map intel because it doesnt require a person to go to a system and see its utilization, when looking for fights or miners one only has to watch the map for locations in the target area where pilots are active, or have been active in the last half hour. If sov is tied to utilization, watching the map over the course of a day can give a pretty good idea of when a good time to find a fight will be. With the shrinking of individual sov areas, it becomes a lot easier to tell where but not as easy as to tell when. Map data should be removed.

    Grav sites, With the changes to many ships warp speeds and acceleration to warp and the continued slowness of barges and exhumers, miners in null do need something to help them not die as soon as someone notices them. changing sites back to sigs instead of anoms is an added amount of protection for miners. And if nullsec ever wants to be independent of hisec importation its pretty important to give miners some protections form the pvp fleets that roam. Its no accident that the vast majority of belts in null systems arent mined out, or mined at all. Buffing ore yields can only go so far if the ships themselves are too vulnerable in a systems belts.
    When was the last time you sat around for 8 hours "protecting" hulks in system belts? I know that sometimes people will form a HD fleet to try to kill the roaming fleet but I dont know when the last time that actually happened. (this is not to say that it never happens, I am just unaware of when it does, because it seems like never)

    Multiple outposts because everyone likes to get things shipped. It also allows large alliances to create the stations they may/may not need to protect their coalition without needing to own the sov in noncontigious locations. Third party People seeding a region can gain access to particular corp stations and not others. It allows Player sov to act like NPC sov and get more activity. However i agree that outposts need to be quite a bit cheaper and the opgrades need to be a lot cheaper. If CCP ever makes outposts destructable, They need to have a lot more flexability in upgrading, Fortress Black Frog Market Station and all that. Modular Outposts?
    IF null is ever supposed to be more active in its own markets, more stations owned by more people will breed conflict and provide places where third parties can gain foot holds and supply themselves and those in conflict. Personally i would love it if you could oust the sov holders while not disturbing the renters. and simply inherit the serfs as part of the system.

    But yes you are correct that the whole outpost system needs to be redone.

    Its not possible to please all the people all the time, but it sure as hell is possible to Displease all the people, most of the time.

    PotatoOverdose
    School of Applied Knowledge
    Caldari State
    #597 - 2014-07-09 23:01:22 UTC
    Manfred Sideous wrote:


    Ok the reasons why you see those 100-200 man roaming fleets everyday are easy to explain.


    1. They are from coalitions. Whose individual alliances all live in different regions. But because of jumpbridges they can all come together very easy to form these 100-200 man fleets.
    2. These 100-200 man fleets don't have anything else to do. They don't have miners or builders to protect in there home space. They don't have logistic pipes to patrol. The only thing they can do is form a fleet big enough to go somewhere to get pvp content and the fleet has to be big enough to deal with what they deem as expected possible escalation.
    3. Perhaps these pilots are all staging from VFK or something like that. They are doing so because there is nothing for them to do in there home area. I mean they can run some anoms but other than that they are where the action is.


    Except this isn't really true. If you live in NPC Pure blind, for example, You will be ~10 jumps out from the home system of 3-4 relatively large alliances (GSF, SMA, CO2, TNT for the case of pure blind) at any given time. Each of those home systems will have many hundreds of dudes at any given time. The same is true for NPC venal or any number of other npc regions. ~10 jumps isn't a lot of distance or time to cover with or without jump bridges.

    Maybe with your changes the pvp-minded will stick around their home system and camp a gate to protect their miners, but I doubt it.

    Manfred Sideous wrote:
    I think most would work in a vacuum and most although great in spirit are too easily gamed and hurt the little guy more.

    You mention the little guy quite a bit. In the past 4+ years, barring a brief stint in sov, I've spent all of my time in little-guy alliances. Let me tell you something about the little guy.

    The little guy lives in NPC 0.0 or Lowsec (I'm ignoring the WH duders for now). The little guy in NPC 0.0 uses a handful of jump freighters and carriers to seed his alliance's market hub and provide doctrine ships. He does this because he does not have the numbers to control the sov pockets that lead to his little pocket of space. Even with your changes, he would not be able to hold any of the sov entry systems. So convoys are out.

    Take these jump freighters away, force him to go through sov space, and you kill every alliance living in npc 0.0 that isn't syndicate. I mentioned pure blind earlier, let's have a look at it again. 4 NPC stations, all of them a minimum of 5 jumps away from lowsec through goon sov, through a pipe. Guess who's getting their ships through that pipe? Not the little guy.

    And pure blind is an easy case. Look at Stain. Stain has precisely 2 systems that are in jump range of non-sov space: NRT4 and T-NN. Only one of those systems (NRT4) has a non-kickout station. From those 2 systems, you can barely range to Saminer or Sagain (Amarr lowsec). Nerf Jump range even the tiniest bit and JFs can't make the trip. Nerf it a tiny bit more and neither can carriers. Your alternative is 60 jumps to the nearest lowsec. Good luck. Remove current jump drive logistics, and you basically **** every npc 0.0 entity living in that region.


    But, but, but people will mine and produce their ships locally!


    Really? I'll just moon mine/siphon the vast swathes of dyspro or hafnium/other moon goo required to produce my T2 guns, ammo, and ships from my local region since every type of moon goo is available in every region. Sure.



    Hopefully, you see the cause for my concern. Your changes **** the little guy in the back door with a splintered broom handle, since he doesn't have a prayer of holding a regional entry system. So his choices are blue-up or go to low sec. Yay, stagnation is fun!
    Manfred Sideous
    H A V O C
    Fraternity.
    #598 - 2014-07-09 23:35:09 UTC  |  Edited by: Manfred Sideous
    PotatoOverdose wrote:




    Really? I'll just moon mine/siphon the vast swathes of dyspro or hafnium/other moon goo required to produce my T2 guns, ammo, and ships from my local region since every type of moon goo is available in every region. Sure.





    Hi let me introduce you to Alchemy & Wormhole.

    Hello Potato my name is Alchemy you can use me like a cheap whore to take one thing and it turn it into another.

    Hi Potato im Wormhole you can also use me like your little slave to find shortcuts from one place to another.

    @EveManny

    https://twitter.com/EveManny

    Cronus Maximus
    Caldari Provisions
    Caldari State
    #599 - 2014-07-09 23:39:23 UTC
    PotatoOverdose wrote:


    Cut to not break forums in half.



    I understand what you are saying about the little guys needing access but I think that you are only looking at the effect this has on the little guy, not both parties.

    Lets for argument sake just say CFC / N3 / PL want no one in null sec, or traveling through their space to get to other space behind it. Right now you are correct that you can simply bypass that space(albeit just barely so in some cases) and I'd also agree that it becomes much harder to do so later on.

    But now we have to consider that the same force keeping you from bypassing is also channeling the efforts CFC / N3 / PL have to make to keep you out. For every single choke point that you want to get through they need warm bodies sitting there, or VERY close by to stop you, I can't just sit in VFK and wait for the cyno to go up. Because if I do you are 10 jumps on before I get there.

    So now we have some guys living deeper in the territory and some at the borders keeping them secure, but does even that work? now its not just you that wants into null, its every single small alliance in NPC null that is hammer on my door and forcing me to alarm clock. Can the combined forces of all the little groups in null beat a bloc? Almost definitely not, but if a large pool of resources are being spent just keeping people out what about those already in? I open myself up to attack if my combat pilots are forward deployed constantly.

    This is to all say nothing of the wormholes Manfred mentioned while I was typing this.
    PotatoOverdose
    School of Applied Knowledge
    Caldari State
    #600 - 2014-07-09 23:43:44 UTC  |  Edited by: PotatoOverdose
    Manfred Sideous wrote:
    PotatoOverdose wrote:

    Really? I'll just moon mine/siphon the vast swathes of dyspro or hafnium/other moon goo required to produce my T2 guns, ammo, and ships from my local region since every type of moon goo is available in every region. Sure.

    Hi let me introduce you to Alchemy & Wormhole.

    Hello Potato my name is Alchemy you can use me like a cheap ***** to take one thing and it turn it into another.

    Hi Potato im Wormhole you can also use me like your little slave to find shortcuts from one place to another.

    Using Alchemy to fill all of your needs for t2 production. Right, good luck with that.

    Using wormholes for all of your null-empire logistical needs. Right.........Been there, done that, not doing it again.

    I take it you don't actually have any counter points to the post above yours? Unless you REALLY think a full T2 production line is viable with alchemy alone. In that case: lol.

    Then again, this coming from the guy that's fine with faster-than-battleship roaming and refitting nidhoggurs, I'm not surprised. It's good that you dropped the whole "helping the little guy" facade though. Much more honest now.