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Changes to SOV , Power Projection & Nullsec Stagnation

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Anthar Thebess
#761 - 2014-07-15 07:45:15 UTC
Skia Aumer wrote:
Manfred Sideous wrote:
When you start seeing complete enemies unifying on a issue well **** is real. I can remember different things in the past that has brought us together culminating to the most visceral response "Monoclegate". So I think it's a great sign that we have people from all over Eve very interested very engaged and unified in our assertion that change HAS to happen.

I can remember things too.

Manfred Sideous wrote:
Yeah everyone is going to just disband and decide not to win. Mhmmm ok.

If you're winning the game - then enjoy it.
If you cant enjoy - then you're not winning.
Ever thought of it?


Few PL people noticed that they don't have any real targets.
They cannot attack CFC because of agreement.
They cannot attack NC as this is their ally.

Most of the stuff in lowsec is dead.
No content from contracts, as there is nothing more than NCPL and CFC.
They are bored, especially when every thing is going to less content for them.
Old core of PL simply want something more than frigate and interceptors brawls, yes they will hunt some super or few capitals in lowsec , but this is more like shooting from a tank to a sheep , not something that will be grate.

I still remember early fights in the Halloween War , before cfc arrived , and NCPL started to drop FuckOff Ball.
Those fights where epic , people clashing each other, whole fleets of battleships dying , and people reshipping while fight was still on and getting back to fight.

Moment when on grid someone dropped 4-5 triage carriers , and all the things you needed to do brake them.

This was fun.
Then after some whelps we got FuckOff Ball on each timers, NCPL didn't want to loose , and as this was "I WIN" button , we got this on every possible timer.

The same tactic use now CFC - but they drop few hundred sub capitals, any one that will try to do something about this will get instant TIDI 3% and any one will be able to pull stuff from any part of eve and join this battle.

This is the reason why power projection is so OP.
If you have enough capitals or subcapitals on the grid - you are getting to the point where no more escalation is possible.

How many times we where bridged to a system with a big brawl ... and no modules where responsive as simply SERVERS where not capable of handling this amount of load.

How many times bombers - ultimate weapons against any thing proved to be useless , as deployed bombs flew endlessly without exploding. Some allied ceptor pilot bored decided to fly next to bombs just to see when they will explode - he got bored after 30 minutes.

Is the current situation player fault ? Yes
Can players solve this issue by them self - no . Simply servers are not capable of keeping up.
HED was the best example.
Drooping hundreds of dreads lead to their massacre - because no one could do any thing, activate modules, jump out , any thing. People where getting their KM while still in warp tunel , or sitting still in a jump out location.

CCP came out then with the "massive player engagement" , something that allow them to say NO to all reimbursement claims ( as yes servers where working properly , there was nothing wrong after all ), as they didn't claim for all those years that " come play eve online , place where you can play with thousands of other players".

BR is the best example of CCP inability to provide stuff they promised all those years.
CFC had to pull out as many sub capitals as they can from this system in order for this fight to go one.

Now lets see current situation , next BR will be utilizing MORE supers and more capitals, as that is the only thing people are asked to invest.
Will this be good for CCP marketing ?
Yes, unless this will end up like HED .
Why didn't see informations about this fight in media / web pages - as there every thing went wrong, and you are not promoting your failures.




Kim Briggs
Aurora Armaments
#762 - 2014-07-15 07:46:43 UTC
Everything in EVE that wants to get from A to B needs time, except things that are using jumpdrives.

Instead of crippling the range (what would **** up logistic in 0.0), give ships "Jump-Speed" with "X ly/s" so if you want to jump higher distances you are longer in your jumptunnel. The same would work for jump-Bridges.

With e.g. 0.2 ly/s you wouldn't drop instantly on an enemy and have to keep the cyno alive or risk to get scattered around the solar system.

Anthar Thebess
#763 - 2014-07-15 07:57:48 UTC
Yes this was suggested many times, including suggestion about making ships spread around the system instead of landing directly on cyno.
Cyaron wars
Academia RED HOT Corporation
#764 - 2014-07-15 08:33:28 UTC
Kim Briggs wrote:
Everything in EVE that wants to get from A to B needs time, except things that are using jumpdrives.

Instead of crippling the range (what would **** up logistic in 0.0), give ships "Jump-Speed" with "X ly/s" so if you want to jump higher distances you are longer in your jumptunnel. The same would work for jump-Bridges.

With e.g. 0.2 ly/s you wouldn't drop instantly on an enemy and have to keep the cyno alive or risk to get scattered around the solar system.



Why not make them all use damn gates? Make them be gankable?
Anthar Thebess
#765 - 2014-07-15 08:38:07 UTC
Cyaron wars wrote:
Kim Briggs wrote:
Everything in EVE that wants to get from A to B needs time, except things that are using jumpdrives.

Instead of crippling the range (what would **** up logistic in 0.0), give ships "Jump-Speed" with "X ly/s" so if you want to jump higher distances you are longer in your jumptunnel. The same would work for jump-Bridges.

With e.g. 0.2 ly/s you wouldn't drop instantly on an enemy and have to keep the cyno alive or risk to get scattered around the solar system.



Why not make them all use damn gates? Make them be gankable?


Also suggested more than once.
1.Jump drive range limited
2.Capitals and supers have to use the regional gates to pass between regions.
Spugg Galdon
Federal Navy Academy
Gallente Federation
#766 - 2014-07-15 08:45:38 UTC  |  Edited by: Spugg Galdon
Kim Briggs wrote:
Everything in EVE that wants to get from A to B needs time, except things that are using jumpdrives.

Instead of crippling the range (what would **** up logistic in 0.0), give ships "Jump-Speed" with "X ly/s" so if you want to jump higher distances you are longer in your jumptunnel. The same would work for jump-Bridges.

With e.g. 0.2 ly/s you wouldn't drop instantly on an enemy and have to keep the cyno alive or risk to get scattered around the solar system.




I suggested this quite a few pages ago. Think it got completely ignored.

Glad to see someone else sees the logic in giving "jumping" a speed.

Instant teleportation is probably the problem as people aren't afraid to drop a fleet on people as they know the cyno will probably survive as it only needs to tank for approx 5 seconds.

So we're together on this one but I think the jump speed should be related to the ships warp speed. The jump portal opens up a portal into "Jumpspace" and ships warp accross it and exit "Jumpspace" at the cyno. Think Babylon 5 kinda style. Maybe we could even have fights in "jumpspace". It's more content as you could interdict an incoming fleet and all that jazz


EDIT: Obviously normal stargetes would be instant travel gates as they have a constant stable wormhole etc etc
Milton Middleson
Rifterlings
#767 - 2014-07-15 08:47:01 UTC
Logistics and power projection are inseparable. If you possess the ability to move hulls rapidly and securely for logistical purposes, you are able to move them quickly and rapidly for combat purposes and vice versa. You might eliminate some of the more egregious occurences (e.g. a capital fleet crossing the cluster in 30 minutes or absurdly rapid escalations) by tweaking jump mechanics, but that won't do anything about the underlying system unless you fundamentally change logistics as well.
Anthar Thebess
#768 - 2014-07-15 08:51:49 UTC
Milton Middleson wrote:
Logistics and power projection are inseparable. If you possess the ability to move hulls rapidly and securely for logistical purposes, you are able to move them quickly and rapidly for combat purposes and vice versa. You might eliminate some of the more egregious occurences (e.g. a capital fleet crossing the cluster in 30 minutes or absurdly rapid escalations) by tweaking jump mechanics, but that won't do anything about the underlying system unless you fundamentally change logistics as well.


Thats why all changes will be also applied to JF.
Cyaron wars
Academia RED HOT Corporation
#769 - 2014-07-15 09:02:08 UTC
So main idea with TELEPORTATION (c) Marlona Sky is that no ship should be traveling so safely from one point of universe to another. The gates are there and they must be used by everything. When it comes down to fights for territory, delivering reinforcement to battlefield should be FC's living nightmare as it once was when support fleets (frigs, cruisers, BCs) were camping multiple routes, killing every slowpoke from reinforcement fleet and thus making an impact on main course of the battle without even being in system where main fight was raging. Right now in order to disrupt enemy reinforcement one must bring a large fleet to staging system and just buble undock, if enemy will break out from that bubble, there's nothing stopping them using 2-3 jumps via JBs or titans and get to battlefield 20-30 jumps from place where they actually started.
Anthar Thebess
#770 - 2014-07-15 09:20:48 UTC
Yes, this TELEPORTATION is broken power projection.

Currently issue is that you can drop on each timer enough ships to :
- kill node if someone will escalate
- create massive TIDI that you can easily bring reinforcements from other TZ
- get back home 15min after this battle.

When you will have limited jump drive range, mandatory gate crossing on each changing regions , sov structure EHP and timers based only on your own alliance members usage , JF that you will have to escort this will change.

You will not be able to coverage so much space.
Cyaron wars
Academia RED HOT Corporation
#771 - 2014-07-15 09:33:35 UTC  |  Edited by: Cyaron wars
Ability to stockpile worm bodies in one place is also a huge issue. That was the trigger for creation of massive supercap/titan fleets. When one side cannot bring enough worm bodies it will bring something that can live long enough to do some damage. Right now main goal in battleship fleet fights is to volley your opponent faster then he will volley you. This kind of approach generates need of more pilots in system to win the battle. Structures are tough to kill and have a very long reinforcement timer giving a huge advantage to defender. I would fully agree on structure changes provided by OP, wonder if CCP thinks the same.

Can we actually get some sort of feedback from CCP itself regarding this issue? CCP Fozzie wrote several pages back, that they are monitoring this thread. Would be nice to hear what they view as an issue and how they think it might be solved, because some things that players call an issue CCP calls it a feature and visa versa.

Basically EVE today is:

1. Holding sov - You go on vacation to Hawaii leaving you doors open, but nobody is able to get in to rob it or just live there while you are away. You do not face a significant consequences for not paying attention to things unless enemy is at your doorsteps.

2. Moving fleets using Teleportation - It's like jumping from skyscraper without a parachute, smashing on a ground and walking away. There must be a downside for caps and subcaps using jump mechanics whether it is a titan bridge or jump bridge.
Kagura Nikon
Native Freshfood
Minmatar Republic
#772 - 2014-07-15 10:09:06 UTC
Cyaron wars wrote:
Kim Briggs wrote:
Everything in EVE that wants to get from A to B needs time, except things that are using jumpdrives.

Instead of crippling the range (what would **** up logistic in 0.0), give ships "Jump-Speed" with "X ly/s" so if you want to jump higher distances you are longer in your jumptunnel. The same would work for jump-Bridges.

With e.g. 0.2 ly/s you wouldn't drop instantly on an enemy and have to keep the cyno alive or risk to get scattered around the solar system.



Why not make them all use damn gates? Make them be gankable?



For the 10th time. Because they are NOT allowed in high sec and therefore VAST parts of space woudl be unreachable while hundreds of them would get stuck in low sec pockets.

That could be done, yes, But would need a rework on eve geography and for that you need a HUGE and deep study.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Anthar Thebess
#773 - 2014-07-15 10:15:27 UTC
Kagura Nikon wrote:

Why not make them all use damn gates? Make them be gankable?



For the 10th time. Because they are NOT allowed in high sec and therefore VAST parts of space woudl be unreachable while hundreds of them would get stuck in low sec pockets.

That could be done, yes, But would need a rework on eve geography and for that you need a HUGE and deep study.[/quote]

You are wrong.
Read again.
JUMP DRIVE using limited range.
NO REGIONAL jumps.
XL REGIONAL GATES usable by supers and capitals , and those gates in the direction of closest NPC space.

This way all space will be reachable.
If some pockets of space will be to far for capitals to jump , just upgrade gate to this pocket to XL size - something what can be reported to CCP and fixed between DT.

Some Lowsec pockets unreachable to supers capitals?
Single stranded systems surrounded by High Sec?
Yey! Good for them , some variety will be good.

People can still build there capitals.
Kagura Nikon
Native Freshfood
Minmatar Republic
#774 - 2014-07-15 10:16:18 UTC
One chance ccp missed was with the moon goo siphon. Why? Because they should have kept the identity of the deployer a secret. That would certainly generate distrust between corps and members of the huge alliances (because it is impossible to thrust 10K people as you do with 50). Yes I know you can use an alt, but moving an alt into deep alliance territory is still more trouble than using oneof your mains that already live there and already have the skills. Most peopel cannot be hassled to try doing it with their alts. But a LOT woudl try if their mains identity would be kept a secret.

But there must be MORE more. More reasons that having a tight and trustworthy group would be better than a lot of cannon fooders.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Kagura Nikon
Native Freshfood
Minmatar Republic
#775 - 2014-07-15 10:18:09 UTC  |  Edited by: Kagura Nikon
Remove the quote of your failed quote because was unreadable.


If the low sec pokects can get isolated then peoel will get stuck there.

And your proposal demands geophaphy changes (the XL gates) and that needs as I stated a deep analysis, nto a random throw in like to the closest NPC space. Route deployment is the MOST powerful tool CCP have on organizing eve and it cannot be handled without care.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Anthar Thebess
#776 - 2014-07-15 10:27:14 UTC  |  Edited by: Anthar Thebess
Kagura Nikon wrote:
Remove the quote of your failed quote because was unreadable.


If the low sec pokects can get isolated then peoel will get stuck there.

And your proposal demands geophaphy changes (the XL gates) and that needs as I stated a deep analysis, nto a random throw in like to the closest NPC space. Route deployment is the MOST powerful tool CCP have on organizing eve and it cannot be handled without care.


In some cases being stuck somewhere is good, even for game.
If old player returning will find himself stranded in this kind of system , then he can petition.
We are talking about very low number of system, usually without stations that will be in this position.

As for the XL gate schema :
http://evemaps.dotlan.net/map

What do you need more?

Creating for CCP simple script that will identify from each region closest ( in LY ) route to nearest NPC space and based on this locations for regional XL gates is 1 day job - including deep analysis.

How hard is to calculate where you have to add additional XL gates to constellations when you reduce jump range ?

Even more WHY it is so bad for game that some of the systems will be unreachable by capitals and supers?

Because someone will build 100 titans to perma smartbomb entry gate - so no one will ever come in?
Well he just locked 100 supers in one system.
I have nothing against this.


Check earlier posts.
I also suggested that each region will get a smugglers gate ( S size ) to nearest NPC space.
Gate that can be only used by cruisers and non capital industrial ships. Those connections can be created from the most distant constellation from the NPC space in specific region.

If some NPC don't have connection to low space , it will also get this kind of connection.
Cyaron wars
Academia RED HOT Corporation
#777 - 2014-07-15 10:28:50 UTC
Kagura Nikon wrote:
Cyaron wars wrote:
Kim Briggs wrote:
Everything in EVE that wants to get from A to B needs time, except things that are using jumpdrives.

Instead of crippling the range (what would **** up logistic in 0.0), give ships "Jump-Speed" with "X ly/s" so if you want to jump higher distances you are longer in your jumptunnel. The same would work for jump-Bridges.

With e.g. 0.2 ly/s you wouldn't drop instantly on an enemy and have to keep the cyno alive or risk to get scattered around the solar system.



Why not make them all use damn gates? Make them be gankable?



For the 10th time. Because they are NOT allowed in high sec and therefore VAST parts of space woudl be unreachable while hundreds of them would get stuck in low sec pockets.

That could be done, yes, But would need a rework on eve geography and for that you need a HUGE and deep study.



None of proposed changes require some minor tweaks. They all need HUGE and deep study, but if CCP will not start doing this we will end up in a very stagnant game and eventually people will start leaving.
Anthar Thebess
#778 - 2014-07-15 10:32:39 UTC
Well there is a suggestion that will fix some stuff and don't require lot of work.

In lowsec and nullsec , you can only change cloning station to one you are currently in.
So no more podding near the timer , and returning the same way after the op.

This is very simple fix , and every one will appreciate it.
PotatoOverdose
School of Applied Knowledge
Caldari State
#779 - 2014-07-15 10:35:39 UTC
Fun fact of the day: reducing sov structure ehp (e.g. by reducing ihub ehp from 175 million (sov) to 25 million ( fac war) or less) reduces the need for entities to field both 1000 man megathron fleets and massive supercap fleets to take sov.

This has been your fun fact for the day.
Kagura Nikon
Native Freshfood
Minmatar Republic
#780 - 2014-07-15 10:42:14 UTC
Anthar Thebess wrote:
Kagura Nikon wrote:
Remove the quote of your failed quote because was unreadable.


If the low sec pokects can get isolated then peoel will get stuck there.

And your proposal demands geophaphy changes (the XL gates) and that needs as I stated a deep analysis, nto a random throw in like to the closest NPC space. Route deployment is the MOST powerful tool CCP have on organizing eve and it cannot be handled without care.


In some cases being stuck somewhere is good, even for game.
If old player returning will find himself stranded in this kind of system , then he can petition.
We are talking about very low number of system, usually without stations that will be in this position.

As for the XL gate schema :
http://evemaps.dotlan.net/map

What do you need more?

Creating for CCP simple script that will identify from each region closest ( in LY ) route to nearest NPC space and based on this locations for regional XL gates is 1 day job - including deep analysis.

How hard is to calculate where you have to add additional XL gates to constellations when you reduce jump range ?

Even more WHY it is so bad for game that some of the systems will be unreachable by capitals and supers?

Because someone will build 100 titans to perma smartbomb entry gate - so no one will ever come in?
Well he just locked 100 supers in one system.
I have nothing against this.


Check earlier posts.
I also suggested that each region will get a smugglers gate ( S size ) to nearest NPC space.
Gate that can be only used by cruisers and non capital industrial ships. Those connections can be created from the most distant constellation from the NPC space in specific region.

If some NPC don't have connection to low space , it will also get this kind of connection.



Because random changes like that will make certain regions far far far more powerful than others due to geography restrictions. That can and will be seen and preferential actions by CCP towards a group or other. Therefore there must be a deep analysis to avoid creating obvious super fortresses.

You really underestimate the HUGE impact on economy and warfare that a SINGLE extra gate would create. The XL network would have an even LARGER impact on new eden than the capital jump drive changes.

"If brute force does not solve your problem....  then you are  surely not using enough!"