These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

Changes to SOV , Power Projection & Nullsec Stagnation

First post First post First post
Author
Kagura Nikon
Native Freshfood
Minmatar Republic
#1201 - 2014-08-11 10:20:44 UTC
baltec1 wrote:
Athryn Bellee wrote:


Super blobs are not content if the subcaps can't do anything about them. Then it is just bullying, plain and simple.


Capital blobs will also be dealt with as part of the null revamp along with RR as a whole to make smaller fleets viable.



I really hope you are right about that.


What makes me fear is how ccp usually makes those balances passes.. with a feather or with nukes, never with a proper sized hammer.

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

Kagura Nikon
Native Freshfood
Minmatar Republic
#1202 - 2014-08-11 10:23:05 UTC
Lu Ziffer wrote:
So we all agree that the stagnation is a result of a situation where only 2 coalitions are left who switched into self preservation mode.
We agree that this is a result of years of escalating wars and the search for bigger good fights.
We basicly fight over the idea how to solve that issue.

Finding friends or allys to defend what you created is natural. We can not change that.
The result are bigger coalitions and capability to bring more ships. We can not change that.
We can try to keep them from uniting in a single system but it is natural to focus your forces in search for a decision in battle or for creating a battle that decides a war.

The use space to get sov and no timers, no ehp idea.
Timers were invented after we anchored 10 resistance stars with 400mil hp each in every important system.
Timers were introduced to give people the chance to defend their space without having 24/7 coverage. They were introduced to give smaller groups a chance to fight.
We removed ehp if we remove timers there is only 24/7 coverage left to keep sov and no small group can do this.

It is great idea to remove timers because they are a artifical hardcap but we introduced them to remove the ehp problem.



small groups shold NOT operate on defensive mode. Make easier to disable structures and infrastructure and small groups will fight on attrition tactics. THey will strike and hide, strike and hide. Static defenses are thing for the large forces. If the small groups are annoy8ign enough the large groups would simply let them have a few system so they stop pestering them .

Would be far more healthy than what we have now.

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

baltec1
Bat Country
Pandemic Horde
#1203 - 2014-08-11 10:28:09 UTC
Skia Aumer wrote:
baltec1 wrote:
Residency based sov.

Let's say after tomorrow downtime we'll log in to see this sov model. What would it change?
Nothing.
Renters that live in nullsec will keep farming as they do now. Neutrals in local? POS up! Structures under attack? Batphone! Paying rent? Sure they will, because steamrolling will always be a thing, unless you turn supers into useless coffins.


Thats why there are a number of other changes. Carriers can only feild fighters (kills the unbeatable boot fleet firepower issues), supers lose their E-war immunity (in return they and titans can now dock in a station), RR is nerfed to be stacking penalised so that smaller fleets can actualy do damage to larger ones and further eats into the cap ship fleet invulnerability.

This is on top of the fact that under a residency based sov we would see the likes of the GSF reduced to being only able to hold at most a single region, most likely only half of dek. Thousands of systems would be freed up for smaller entities to grab and with mission upgrades added to outposts a single system would be able to support any number of people as opposed to the current hard cap of 10 per system now.

cpt Niki
Perkone
Caldari State
#1204 - 2014-08-11 10:31:16 UTC
I believe the main question is :

"why should I invade CFC or N3 space?"

what is to gain? more moons? more ratting space? what is there? Honor? space fame?

at the moment I think there is nothing to win for the 2 big coalitions they both have renter programs and moon income.

the isk sources are the main reasons for an invasion, and atm there is no shortage in isk.

I think everything should get a rebalanced for getting in the fight again.

1. give a reason to invade someone space.
everyone want a reason to go out there and fight I believe.

2. give tools so every alliance can tax everything in their space
something like ESS tax everything in your sov space if a neut comes in and make a plex you will get your portion of that.

3. kill every passive income source
no moons, you have to do something to get some isk, or make them like comet as someone said.

4. make the cost of sov scalable (1 system = 250m, 2systems = 500m, 3 systems = 1b etc)
yes the end game should not be to give SRP should be to have sov space so all your money have to go there if you want space if you don't then HTFU

5. charge the alliance if they want to have standings with others (get some free tokens maybe 5)
Every isk sink is a good isk sink

6. make the regions not accessible with jump bridges or jump drives
why not! gate-camps everywhere.

Atm the game is like planetside 2

log in, choose class, warp to titan jump to fight kill / heal / boost till you die.
If dead choose class, warp to titan jump and the same story is repeated.

I think the big problem is the SRP in this game if someone destroy your ship you don't worry anymore, you know that you will have one at your hangar the next moment without isk loss.
Anthar Thebess
#1205 - 2014-08-11 11:37:51 UTC
cpt Niki wrote:
I believe the main question is :

4. make the cost of sov scalable (1 system = 250m, 2systems = 500m, 3 systems = 1b etc)
yes the end game should not be to give SRP should be to have sov space so all your money have to go there if you want space if you don't then HTFU


Agree about passive income.
Moon mining have to be changed to active.

In case of cost.
Designate capitol system.
All systems within constellation are cheap, have better upgrades.
Sov bill raise by the number of gates you have to get to this constellation.
All unconnected systems cost few times more than you should normally pay, and you cannot install there specific upgrades.

People will abuse this by creating alt alliances, but enforcing this kind of split will solve issues with the JB.
cpt Niki
Perkone
Caldari State
#1206 - 2014-08-11 11:51:26 UTC
Anthar Thebess wrote:

People will abuse this by creating alt alliances, but enforcing this kind of split will solve issues with the JB.


how many alt alliance can you make?

5. charge the alliance if they want to have standings with others (get some free tokens maybe 5)

the 5 first standings are free (blue, light blue, neutral, light red, red)

then you get a daily standing offer that will be 250m and both parties should accept
standings are not permanent and with this way you can only put some in an operation
if you want them permanently then you have to do this job every day
Skia Aumer
Planetary Harvesting and Processing LLC
#1207 - 2014-08-11 12:30:29 UTC  |  Edited by: Skia Aumer
Tchulen wrote:
Skia Aumer wrote:
...because steamrolling will always be a thing, unless you turn supers into useless coffins.

Unless there is a usable counter to supers which isn't more supers.

So basically we need to nerf supers anyway, regardless of the sov mechanics? Let's talk about this then, not some shiny ideas from the top of one's head regarding occupancy sov.

In EVE we have some postulates, among them:
- rock-scissors-paper rule;
- risk-reward rule.

The apex force (tm) does not fit them both, because:
1. There is indeed no asymmetric counter. Titans are not an asymmetric counter, they are a "higher tier" counter, from the epoch of tier-based EVE. Furthermore, titans are not a counter at all, because as soon as they show up in grid, they become targets instead. The fight in B-R5 prooves that: titans died, motherships and carriers were left intact... mostly.
2. The larger fleet you field, the more risk you pose yourself to. But when you hit a certain threshold, say about 100 carriers and 50 moms, your fleet cannot be destroyed at all. With that fleet, you can accomplish huge goals (have great rewards) while having no risk.

Now that is a problem. And it should be fixed, not sov.
Skia Aumer
Planetary Harvesting and Processing LLC
#1208 - 2014-08-11 13:20:24 UTC
Anthar Thebess wrote:
Moon mining have to be changed to active.

You might have missed a patch when they introduced siphons.
And to prove my point, the "occupancy sov" is not working when it comes to moons. Renters choose to avoid risks and dont plant siphons on their landlords' moons. They could use neutral alts, but it's too risky, dont you see?
So it's not the mechanics that formed the blue doughnut, it's human nature.
Lu Ziffer
Balanced Unity
Goonswarm Federation
#1209 - 2014-08-11 13:27:59 UTC
That is why I say more space
We can not fight human nature with game mechanics without breaking the game.
We would have to create unreasonable boundarys which would ruin the game.
Athryn Bellee
Pandemic Horde Inc.
Pandemic Horde
#1210 - 2014-08-11 14:03:16 UTC
Lu Ziffer wrote:
That is why I say more space
We can not fight human nature with game mechanics without breaking the game.
We would have to create unreasonable boundarys which would ruin the game.


I would advise you to travel a bit more around nullsec that isn't with your fleet. I roam all over the cluster and find 90% of the systems are empty or just the occasional passerby. More space will just mean more empty space until CCP gives more of an incentive to venture outside of the good ratting system. Even then without more players more space would just go unused.
baltec1
Bat Country
Pandemic Horde
#1211 - 2014-08-11 14:19:55 UTC
Skia Aumer wrote:

So it's not the mechanics that formed the blue doughnut, it's human nature.


why are you ignoring everything we are telling you?
Jenn aSide
Soul Machines
The Initiative.
#1212 - 2014-08-11 14:34:20 UTC
baltec1 wrote:
Skia Aumer wrote:

So it's not the mechanics that formed the blue doughnut, it's human nature.


why are you ignoring everything we are telling you?


I don't know wheher he is or isn't. But if you don't look at the underlying behavior, no system will ever accomplish anything.

Dominion was supposed to 'fix' nullsec, to save it from the insane pos grind it was in the past. It was based on assumptions that turn out to be false in the same way that so many other assumptions are (like the one I like to link about how the anom nerf was supposed to mean more conflict, or how nerfing moon goo should have meant more conflict when all it resulted in was more renting).

One bad assumption is that people want conflict. It's a reasonable one because this is a video game, but the truth is that people don't fight over things they can buy/rent or negotiate for. if the cost of cooperation is less than the cost of conflict, people will cooperate (ie bluing everyone in site).

Also, people tend to think they want things (like a chaotic game universe) but the real truth here is that if null were as Chaotic as people say they want, most of us wouldn't like it because we'd be forced to move all the time, lose access to stuff we have in stations, and never feel that sense of "this space is mine".

Most of the people in this thread are getting bogged down in the details (based on personal biases to boot) and are clinging to the fallacy filled thinking that you can engineer certain outcomes via game mechanics.

I'm sorry, you can't.... CCP has learned this time and time again (for example, risk vs rewards, if it worked the way CCP thought they would, few people would be doing high sec incursions and people would be fighting tooth and nail to secure whatever space a null incursion landed in, showing that despite this being a game, people prefer safety and comfort over freedom, chaos, conflict and riches).

Not saying that the SOV system doesn't need a revamp, but the place to start is with the system's assumptions, not with it's mechanics. The SOv system needs some evidence based thinking here.
Falin Whalen
Federal Navy Academy
Gallente Federation
#1213 - 2014-08-11 14:54:01 UTC  |  Edited by: Falin Whalen
Speedkermit Damo wrote:
Falin Whalen wrote:
While moons are a source of income, they are not a source of fabulous wealth. A good R64 will net about 5 Bil. a month, for an alliance, the same can be generated by a single, good truesec, fully upgraded rating system at a tax rate of 15%. Also they will be good to fight over.


5billion per month is probably fabulous wealth to most players. At least it is to me. Got any spare moons?Lol

While 5 Bil a month is a fortune for an individual player, it's mearly pocket change for an alliance that has sov bills, subsidising cap/supercap production/purchases, purchasing fuel for caps/supers, purchasing jump bridge fuel, purchasing fuel blocks for alliance POSs (money moons and jump bridges), alliance level investments, PLEX for the logistics guys and FCs who are to busy to rat up one on thier own, upgrades for outposts because of the Cirus expansion, and the SRP. At most an alliance level asset like an R64 money moon will net somewhere between 100-500 mil into the rainy day "We lost how much?" fund. Even Goonswarm, who uses as much null space as we can, had to recently cut back on our SRP and institute a max cap for reimbursements to pay for upgrading our industrial outposts, to prevent from going into the red on our finances.

"it's only because of their stupidity that they're able to be so sure of themselves." The Trial - Franz Kafka 

Feyd Rautha Harkonnen
Doomheim
#1214 - 2014-08-11 15:32:52 UTC

Whatever the specific SOV v2.0 mechanics look like, the key thing is that it is essential that ISK generation be directly tied into continual conflict at the alliance level. Once you harness greed and income through conflict, you might really have something.

Specific changes to timers, structures, force projection etc are all needed, but if CCP doesn't get the above ISK generation ties written into the DNA of SOV v2.0 as its core change, we will just end up back where we are now again.

F
Harvey James
The Sengoku Legacy
#1215 - 2014-08-11 15:36:56 UTC
surely holding SOV should require having colonies with people on too govern and tax .. after-all its not really sovereignty without people too claim and rule

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Justin Cody
War Firm
#1216 - 2014-08-11 18:51:46 UTC
cpt Niki wrote:
I believe the main question is :

"why should I invade CFC or N3 space?"

what is to gain? more moons? more ratting space? what is there? Honor? space fame?

at the moment I think there is nothing to win for the 2 big coalitions they both have renter programs and moon income.

the isk sources are the main reasons for an invasion, and atm there is no shortage in isk.

I think everything should get a rebalanced for getting in the fight again.

1. give a reason to invade someone space.
everyone want a reason to go out there and fight I believe.

2. give tools so every alliance can tax everything in their space
something like ESS tax everything in your sov space if a neut comes in and make a plex you will get your portion of that.

3. kill every passive income source
no moons, you have to do something to get some isk, or make them like comet as someone said.

4. make the cost of sov scalable (1 system = 250m, 2systems = 500m, 3 systems = 1b etc)
yes the end game should not be to give SRP should be to have sov space so all your money have to go there if you want space if you don't then HTFU

5. charge the alliance if they want to have standings with others (get some free tokens maybe 5)
Every isk sink is a good isk sink

6. make the regions not accessible with jump bridges or jump drives
why not! gate-camps everywhere.

Atm the game is like planetside 2

log in, choose class, warp to titan jump to fight kill / heal / boost till you die.
If dead choose class, warp to titan jump and the same story is repeated.

I think the big problem is the SRP in this game if someone destroy your ship you don't worry anymore, you know that you will have one at your hangar the next moment without isk loss.



I think you ask a good question...which is why invade *insert owner's* space. However I think that you miss the other side of that question...which is why hold this space? There needs to be a mechanic that will make empires question the 'greenness of the grass'. That means no static isk printing. That means moon good needs to be dynamic. There should be a reason to frequently probe moons...especially ones that were known to be dead previously.

This means that resources will shift around and people will have to fight over them. Imagine that a region like Venal had some native technetium...it may shift around the region but always have say 8 tech moons with the potential for another 8 r64 and 8r32 etc. Those moons could be dead at any given point or with anything between a gas or whatever and r8-r64 ofc with weights toward certain things based on true sec.
baltec1
Bat Country
Pandemic Horde
#1217 - 2014-08-11 20:04:09 UTC
Justin Cody wrote:



I think you ask a good question...which is why invade *insert owner's* space. However I think that you miss the other side of that question...which is why hold this space? There needs to be a mechanic that will make empires question the 'greenness of the grass'. That means no static isk printing. That means moon good needs to be dynamic. There should be a reason to frequently probe moons...especially ones that were known to be dead previously.

This means that resources will shift around and people will have to fight over them. Imagine that a region like Venal had some native technetium...it may shift around the region but always have say 8 tech moons with the potential for another 8 r64 and 8r32 etc. Those moons could be dead at any given point or with anything between a gas or whatever and r8-r64 ofc with weights toward certain things based on true sec.


This idea gets posted a lot and it gets shot down for the same reason. Scanning an entire region of moons is a nightmare nobody enjoys.
Falin Whalen
Federal Navy Academy
Gallente Federation
#1218 - 2014-08-11 20:16:11 UTC  |  Edited by: Falin Whalen
Justin Cody wrote:
I think you ask a good question...which is why invade *insert owner's* space. However I think that you miss the other side of that question...which is why hold this space? There needs to be a mechanic that will make empires question the 'greenness of the grass'.

Yes, this is good thinking. there is very little incentive to go and kick someone elses sandcastle over, take their sand to make yours bigger.

Quote:
That means no static isk printing. That means moon good needs to be dynamic. There should be a reason to frequently probe moons...especially ones that were known to be dead previously.

This means that resources will shift around and people will have to fight over them. Imagine that a region like Venal had some native technetium...it may shift around the region but always have say 8 tech moons with the potential for another 8 r64 and 8r32 etc. Those moons could be dead at any given point or with anything between a gas or whatever and r8-r64 ofc with weights toward certain things based on true sec.

Wait what? that is the stupidist idea and has been repeatedly squashed as bad for the game. All that would accomplish is for the big coallitions to remain as they are to maximise the area to catch the moons as they shift. Goodby Provi block as the chance a money moon winding up there, although small, would mean that one of the two blocks will see it burned for potential moon income. Also it would mean that any tower in lowsec would be from one of the coalitions, it wouldn't do for the lowlifes in low to get uppity thinking they might get rich off a dead moon that suddenly started printing Dispro/Promethium ISKies into their wallet now would we?

You want an Eve where the big coallitions remain in power?

Because that's how you get an Eve where only the big coallitions remain in power.

"it's only because of their stupidity that they're able to be so sure of themselves." The Trial - Franz Kafka 

Lu Ziffer
Balanced Unity
Goonswarm Federation
#1219 - 2014-08-11 20:56:35 UTC
Jenn aSide wrote:

I don't know wheher he is or isn't. But if you don't look at the underlying behavior, no system will ever accomplish anything.

Dominion was supposed to 'fix' nullsec, to save it from the insane pos grind it was in the past. It was based on assumptions that turn out to be false in the same way that so many other assumptions are (like the one I like to link about how the anom nerf was supposed to mean more conflict, or how nerfing moon goo should have meant more conflict when all it resulted in was more renting).

One bad assumption is that people want conflict. It's a reasonable one because this is a video game, but the truth is that people don't fight over things they can buy/rent or negotiate for. if the cost of cooperation is less than the cost of conflict, people will cooperate (ie bluing everyone in site).

Also, people tend to think they want things (like a chaotic game universe) but the real truth here is that if null were as Chaotic as people say they want, most of us wouldn't like it because we'd be forced to move all the time, lose access to stuff we have in stations, and never feel that sense of "this space is mine".

Most of the people in this thread are getting bogged down in the details (based on personal biases to boot) and are clinging to the fallacy filled thinking that you can engineer certain outcomes via game mechanics.

I'm sorry, you can't.... CCP has learned this time and time again (for example, risk vs rewards, if it worked the way CCP thought they would, few people would be doing high sec incursions and people would be fighting tooth and nail to secure whatever space a null incursion landed in, showing that despite this being a game, people prefer safety and comfort over freedom, chaos, conflict and riches).

Not saying that the SOV system doesn't need a revamp, but the place to start is with the system's assumptions, not with it's mechanics. The SOv system needs some evidence based thinking here.

Thank you, this is one of the best posts I read in my time in EVE about SOV.
Maria Dragoon
Brutor Tribe
Minmatar Republic
#1220 - 2014-08-11 21:36:24 UTC
You guys should also see this person's suggestion on sov change! He wrote a damn paper on it.

https://forums.eveonline.com/default.aspx?g=posts&t=346861&find=unread

I honestly think his thread should be merged with this one, it damn good.

Life is really simple, but we insist on making it complicated. Confucius

"A man who talks to people who aren't real is crazy. A man who talks to people who aren't real and writes down what they say is an author."