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Changes to SOV , Power Projection & Nullsec Stagnation

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Author
baltec1
Bat Country
Pandemic Horde
#1381 - 2014-08-18 18:05:47 UTC
Ninteen Seventy-Nine wrote:
baltec wrote:

Thats why I ask for diminishing returns. The smaller fleets RR would work as normal even when using a handfull of carriers or supers. Its only when you start usinging them in large numbers in big fleets that the diminishing returns would hit. Most people in EVE who dont take part in the big fights simply wont notice the change.


Even if that much is appropiate the devils in the details.

Then there is the previously stated concern of null fights boiling down to cheap dps spam. I'm not sold that this is a very progressive trade

None of this invalidates the need for power projection to be limited and time consuming. In many regards it would reinforce the need for every reason I've already cited.


Its part of many changes that invalidates needing to project big fleets and full super fleets.

Null fights having cheap dps fleets attacking each other is way more fun than fleet after fleet standing down. It would open up a lot more options.
Soldarius
Dreddit
Test Alliance Please Ignore
#1382 - 2014-08-18 18:36:19 UTC
Sov! Huh! What is it good for?

The current state of nulsec is due to player activity. We do what we do because the mechanics demand it. We fly giant super blobs because of the immense amount of EHP in the structures that the mechanics have.

Now ask yourself if we really need all these structures. I don't think we do. At least not in their current form. I'm ok with an IHUB; a centralized facility for our system upgrades that can be destroyed. But make that destruction optional.

And literally, what good is sov? At it's root what purpose does it serve? Should one not be able to improve a system (or wreck it) without having to deal with actually laying claim to it? But, hey. I'm ok with requiring sov to drop or improve an IHUB. But we shouldn't have to destroy it just to shoot something else.

Some of you may have heard of TEST's sov drop. I'm no sov mechanics expert. So I was shocked when someone mentioned that we would now have to replace all the IHUB upgrades. Why do the improvements disappear if you lose sov? That makes literally no sense. If a country abandons its claim to a place, the infrastructure doesn't just vanish into thin air. So why do the improvements? Next person to put down a TCU gets the claim and the IHUB comes online. In this way, there is a reason to fight for improved space without resorting to destroying everything first.

http://youtu.be/YVkUvmDQ3HY

Falin Whalen
Federal Navy Academy
Gallente Federation
#1383 - 2014-08-18 19:15:30 UTC
NoLife NoFriends StillPosting wrote:
Falin Whalen wrote:
The Dominion SOV system pretty much forces you to maximize SOV, in order to maximise returns on SOV ownreship. (money moons, good truesec for line members to rat in) This forces the leaders to squash any threat to SOV ownership. Smashing the little guy now, before he can become any threat to even a single system you own later. Figureing out a new more powerful meta for fleet combat so that you minimise losses to your fleet, and have a more mobile fleet so that you can attack/defend more with less effort. We (N3/PL, CFC) have taken the Dominion SOV system almost to its logical conclusion, and it is frighening ALL of us, but the demands of the Dominion SOV system require us to continue, to figure out a meta that will beat the present one in efficiency.


If I am reading this right it it sounds like the incentive of the profits you are making are exceeding your desire cause the conflict that keeps the game interesting. I know many pilots in the coalitions want a great war, but the leadership apparently doesn't want it to happen, as they have the most to lose.

This phenomena has occurred in other games as well, such as Darkfall. 2 great powers emerge composed of many players who want to the opposing faction, and then the leadership decides its easier to sit on their control of resources that risk the losses that could come no doubt come from continuous conflict. Basically the leadership is afraid to lose their space pixels.

I still feel it is up to the players to force your leadership into causing conflict, because they already shown their unwillingness to fight, and it is causing a mass loss of interest in the game.



Its not that the leadership doesn't want conflict, it does. How else are you going to please a few thousand ravenous battle beasts without fights? The insidious thing about the Sov system means that as soon as an equilibrium is reached, further conflict is wasted and even makes you weak. Why fight for more space when your ratters are happy ratting in the good truesec space and providing you with enough in ratting taxes for your SRP, the mooons in your space provide you with enough to pay for the sov and strategic upgrades to your space, your logistic personel can probably handle a few doezen more systems, but why? Any weakness is ruthlessly purged from ownership of SOV, so if you continue with fighting it only wears out your troops, thus making you weak, and soon set uppon like the main course at a shark feeding frenzy.

The Dominion SOV system forces us to maximize SOV, even to the detriment of the players of this game. It is forcing our hand to come up with ever increasingly efficient SOV taking/holding fleets. It doesn't allow for any "little guy" to come in as that would only weaken your position. It forces alliances to form coalitions to defend/take SOV from other entities. It is forcing the boot/wreckingball meta as the current most efficient means to take/defend SOV, untill some devious little mad scientist comes up with a new meta that is more efficient at taking/holding SOV. No the Dominion SOV system needs to be taken out back behind the barn and shot, otherwise we will again be dealing with a stagnant nullsec once the new equilibrium is reached.

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

NoLife NoFriends StillPosting
Doomheim
#1384 - 2014-08-18 19:32:42 UTC  |  Edited by: NoLife NoFriends StillPosting
Falin Whalen wrote:
. Why fight for more space when your ratters are happy ratting


Because it would be the best thing possible for the game as a whole. The problem is that some of the players are afraid to risk losing the control they have, mostly the leadership.

A great war would make it so the great power blocs wouldn't have time to stamp out the little guy wherever he might crop up. It would also make the game a lot more meaningful. The problem lies with the players and the leadership being content to sit on what they have while the game bleeds players, rather than make the game infinitely more interesting by going for the jugular of their only possible opponent that would provide a challenge.

imo, more should be demanded of your leadership.
Falin Whalen
Federal Navy Academy
Gallente Federation
#1385 - 2014-08-18 21:10:07 UTC
NoLife NoFriends StillPosting wrote:
Falin Whalen wrote:
. Why fight for more space when your ratters are happy ratting


Because it would be the best thing possible for the game as a whole. The problem is that some of the players are afraid to risk losing the control they have, mostly the leadership.

A great war would make it so the great power blocs wouldn't have time to stamp out the little guy wherever he might crop up. It would also make the game a lot more meaningful. The problem lies with the players and the leadership being content to sit on what they have while the game bleeds players, rather than make the game infinitely more interesting by going for the jugular of their only possible opponent that would provide a challenge.

imo, more should be demanded of your leadership.

What's best for the game is not best for Dominion SOV, in otherwords you didn't read anything I wrote, past the line you quoted.

Simply put, and I'll use small words so you get it, Fighting past the point of ballance means you get tossed out of the SOV buisiness, and the remaning coalitions pick the corpse of your former alliance for anybody useful, and we are back to where we are now again.

Pleading to our alliance leaders will do nothing as they are locked into the Dominion SOV system themselves. They are trying to do the best that they can, and that right now means no great war.

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

Maraner
The Executioners
#1386 - 2014-08-18 23:43:26 UTC  |  Edited by: Maraner
Humble suggestion - please dont burn me at the steak.

Nerf remote reps. give them stacking penalties.

This will force engagement sizes downwards.

Small fleets will not be affected, triage ops would work well, even small numbers of spider tanking / pantheon carriers would work well but the huge fleet reps would be a thing of the past. This would raise the lethality of supercap warfare significantly whilst completely protecting small fleet pew pew.

You could structure it so that after X amount of reps on a logistics target then there is a falling rep amount received. For example a single target could receive 12 standard reps or 6 cap reps, after that stacking penalties kick in.

This would completely protect WH fights, low sec roaming fleets but would drive up ship losses in large fleet actions very quickly. How would this affect sov and the blue donut?

If a small fleet can still smash targets even at it's own demise then you will see a drive downwards in fleet size engagements. It also means that if one side hugely outnumbers another the outnumbered group can still inflict losses and not just be welped for zero losses - this means more fights, not assess fleet level, too much rep dock bullshit.

Remote rep will still be potent in small to medium fleet sizes, still have some effect in large fleet engagments but not be able to rep multipe dreds / DD's chewing on titans or supers.

Outcome will be an increased lethality to supers in flights. Large fleet engagements can still happen but the exchanges rates will be far more even initially when one side outnumbers the other. if you want to drop a **** ton of dreds and kill stuff you can, no more repp immunity if you have overwhelming numbers.

This will drive down the need for huge cap fleets. Plus raise the ability of medium sized groups to kill supers through the reduced amount of rep available.


No need to change power projection, jump range etc, just reduce the amount ships can receive in rep.
NoLife NoFriends StillPosting
Doomheim
#1387 - 2014-08-19 00:00:41 UTC  |  Edited by: NoLife NoFriends StillPosting
Falin Whalen wrote:

Pleading to our alliance leaders will do nothing as they are locked into the Dominion SOV system themselves. They are trying to do the best that they can, and that right now means no great war.



You've failed to convince me that there is any game mechanic holding the leadership back from destroying one another. Your argument seems to be: War is not as profitable as peace, so why do it?

Because your game is dying.
Falin Whalen
Federal Navy Academy
Gallente Federation
#1388 - 2014-08-19 01:34:12 UTC
NoLife NoFriends StillPosting wrote:
Falin Whalen wrote:

Pleading to our alliance leaders will do nothing as they are locked into the Dominion SOV system themselves. They are trying to do the best that they can, and that right now means no great war.



You've failed to convince me that there is any game mechanic holding the leadership back from destroying one another. Your argument seems to be: War is not as profitable as peace, so why do it?

Because your game is dying.

There is no game mechanic that prevents our leaders from destroying one another. That being said, it is also stupid to overextend both logistically and militarily what you can comfortably hold onto, otherwise you will find the corpse of your alliance being picked over for anything valuable. We've reached an equilibrium point, no one is going to start anything unless they have an overwhelming advantage, and nobody has it. This is it, this is the culmination of the Dominion SOV system, this is where it eventually would end up, and it sucks.

Honestly we're not fighting, just to make you angry, personally.

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

DaReaper
Net 7
Cannon.Fodder
#1389 - 2014-08-19 02:38:21 UTC
Before i start, gonna say TL;DR. I skimmed the op, did not really read the replies, but if this has been suggested already then cool.

First real fast back ground. 10 year eve player, mostly mining. Ran two alliances, once failed due to being a confederation and the other failed due to a series of unfortunate events. I have been a guest in 0.0, owned space, rented space, live din wh, npc null and null. With that said i was posting on a horrible idea for 0.0 fixes today and sparke don an idea i ran with.

I'm going to disagree with the op. "Power Projection" is not the problem. I honestly was ships to move about faster. I honestly don;t want to take 3 horus to get from say HED to AZN (in fey) TBH, the proliferation of super caps is an issue, there ability to move around is not. Why? Because there are ways that can make an alliances abilities to move irrelevant in the grand scheme of things.

The problem, imo, with Null is that you can;t have more then 10 or so people activly working a system to make it lucrative.

A few years ago, the alliance of FiX fell to the onslaught of IAC/AAA/RZR/ and the north. My alliance, at the time Brotherhood Of Steel (BoS) was sold systems in quirious. I had about 500 pilots, maybe 100 of which were active in null. It became apparnt real fast two very simple things:

1) no one wanted to play outside the station system. and
2) the station system could not support 100 players.

One of the reasona large alliances need such huge areas of space is both so there members can do stuff without stepping on each others toes, and for the moons. In order to do a full moon chain i needed something like 8 systems. I could not defend them, but i still needed thouse 8. It was not ideal. So CCP change dit with Dominion, claming 200 people could not live in a system... that was far from the truth. My alliance at the time had major issues resource sharing. I had a corp that would get a system to industry 4/5 and then want the system all to thereselves.. i had people fighting over sanctums, it was a pita.

I think the easyest way to fix sove is not one big cure all, but some little fixes over time. Power Prpjection i don;t think wpould be a big issue if you made ti so allainces can do more with less. A few things:

1) Remove moon ore form moons and move it over to active mining. There was an idea by an ex dev called ring mining, which if you combine this idea with Exodus' system wide asteroid betls and comet mining, you would give miners a reason to undock, and alliances would not need as many moons.

2) in these new betls they would have more pockets of npc' for more pve play. also more anomalies and other things to make pve's active.

3) you tie the sov to the industry and millitary index, if you don;t use yoru space, then its a simple matter to take it, just be active.

4) you tie war to a mechanic like FW (i think i understand that mechanic, i coudl be wrong) so pvp now becomes a viable way to flip a system. this means you will have to undock and defend your space or you lose it. This would also make small objectives and counter atacks a viable option.

In addition, it would force power projection to be a non issue, if say goon's have 8 regions and test wants space, they would pick a system goons are hardly in, deploy a force and start working that system. Goons can decide to counter attack to take ti back, or ignore it. If they couter attack, they leave themselves open for a second attack elsewhere. So in theroty a coalition could tie goons up in a war on many fronts, splitting there power, and gaining footholds all over. This would make patroling your space a serious matter.

And the final piece... So you migth say 'well i'll just ignore that and wait till they sleep and counter and get my system back' but then all player made stations can now be destroyed. So you add another peice, where the attacked coudl either conqure the station, or blow it and all its contents to hades.


The point in short, more ways for the individual to make isk and want to play, reasons to want to undock and pew pew, reaons to wan tto patrol your own space, and possibly shrink to manageable space. Oh and alliance' would not get income from taxation as oppose to moon goo, as they should.

Just an idea, and i welcome flames and comments.

To lazy to spell check learn reaperese

OMG Comet Mining idea!!! Comet Mining!

Eve For life.

Manfred Sideous
H A V O C
Fraternity.
#1390 - 2014-08-19 04:02:01 UTC
NoLife NoFriends StillPosting wrote:
Falin Whalen wrote:
. Why fight for more space when your ratters are happy ratting


Because it would be the best thing possible for the game as a whole. The problem is that some of the players are afraid to risk losing the control they have, mostly the leadership.

A great war would make it so the great power blocs wouldn't have time to stamp out the little guy wherever he might crop up. It would also make the game a lot more meaningful. The problem lies with the players and the leadership being content to sit on what they have while the game bleeds players, rather than make the game infinitely more interesting by going for the jugular of their only possible opponent that would provide a challenge.

imo, more should be demanded of your leadership.


When or if I am let off my chain. Watching the world burn because I enjoy the flames and because people tell me it can't be done.

@EveManny

https://twitter.com/EveManny

Manfred Sideous
H A V O C
Fraternity.
#1391 - 2014-08-19 04:09:21 UTC  |  Edited by: Manfred Sideous
DaReaper wrote:
Before i start, gonna say TL;DR. I skimmed the op, did not really read the replies, but if this has been suggested already then cool.

"Power Projection" is not the problem.


1) Remove moon ore form moons and move it over to active mining. There was an idea by an ex dev called ring mining, which if you combine this idea with Exodus' system wide asteroid betls and comet mining, you would give miners a reason to undock, and alliances would not need as many moons.

2) in these new betls they would have more pockets of npc' for more pve play. also more anomalies and other things to make pve's active.

3) you tie the sov to the industry and millitary index, if you don;t use yoru space, then its a simple matter to take it, just be active.

4) you tie war to a mechanic like FW (i think i understand that mechanic, i coudl be wrong) so pvp now becomes a viable way to flip a system. this means you will have to undock and defend your space or you lose it. This would also make small objectives and counter atacks a viable option.



To lazy to spell check learn reaperese



Outcome = I bring PL all the supers and titans within reach of your space. I make your members life miserable. I force you to pay me or I take your space easily when your indexes fall from being camped or griefed. Or CFC decides to take their ever expansive jumpbridge network and does the same thing to you. Or they just convoy everyone down to the closest dockable system and then endless JF's stock up war supplies and you get PWNZONED.

You can do whatever you want to the sov system you want. As long as power projection is left unchecked supercaps or the blob will just march over you.

Anyone who isn't a established nullsec coalition is at such a severe disadvantage you are beaten before you start. Lets make a checklist:

Do you have:

A community of players
Strong Independent Logistics core
Experienced nullsec bloc level FC's
Command and Control systems and redundancies
Advanced IT infrastructure
Spy & Intel network
The means(isk) in which to sustain a prolonged campaign

@EveManny

https://twitter.com/EveManny

NoLife NoFriends StillPosting
Doomheim
#1392 - 2014-08-19 06:28:00 UTC  |  Edited by: NoLife NoFriends StillPosting
Falin Whalen wrote:

There is no game mechanic that prevents our leaders from destroying one another.



I'm glad we agree. You are already overextended and are only able to maintain what you have now because of peace.

Greed has gotten the better of your leadership, and the game suffers because of it. I'm sure they are constantly trying to find ways to keep you engaged in meaningless battles while they accumulate several lifetimes worth of PLEXs.

The players have the ability to create the content. I'm sure CCP is having a hell of a time trying to figure out how change these mechanics when you guys refuse to fight each other.
baltec1
Bat Country
Pandemic Horde
#1393 - 2014-08-19 07:17:49 UTC
NoLife NoFriends StillPosting wrote:
Falin Whalen wrote:

There is no game mechanic that prevents our leaders from destroying one another.



I'm glad we agree. You are already overextended and are only able to maintain what you have now because of peace.

Greed has gotten the better of your leadership, and the game suffers because of it. I'm sure they are constantly trying to find ways to keep you engaged in meaningless battles while they accumulate several lifetimes worth of PLEXs.

The players have the ability to create the content. I'm sure CCP is having a hell of a time trying to figure out how change these mechanics when you guys refuse to fight each other.


Both sides have impossible to break defensive fleets. We could wage a forever war and get nowhere, hence why we dont bother.
Linkxsc162534
Silent Scourge
#1394 - 2014-08-19 07:38:27 UTC
baltec1 wrote:

Both sides have impossible to break defensive fleets. We could wage a forever war and get nowhere, hence why we dont bother.


What about if jumps were nerfed in such a manner that they couldn't bring their "impossible to break defensive fleet" to bear? Or you bringing your own fleet to bear? Remove the bridging and jumping from the game and have everyone stuck doing gate jumps from system to system.
The only reason the fleets are so unbreakable is that the fleet can get there quickly (and so can yours) and reinforcements are but a couple jumps away. Slow that down a bit and you won't have the ability to project power over the whole area.

But hey "everyone would burn out trying to move the fleets around" honestly I don't see it as anywhere near the problem people make it out to be.
baltec1
Bat Country
Pandemic Horde
#1395 - 2014-08-19 07:44:54 UTC
Linkxsc162534 wrote:
baltec1 wrote:

Both sides have impossible to break defensive fleets. We could wage a forever war and get nowhere, hence why we dont bother.


What about if jumps were nerfed in such a manner that they couldn't bring their "impossible to break defensive fleet" to bear? Or you bringing your own fleet to bear? Remove the bridging and jumping from the game and have everyone stuck doing gate jumps from system to system.
The only reason the fleets are so unbreakable is that the fleet can get there quickly (and so can yours) and reinforcements are but a couple jumps away. Slow that down a bit and you won't have the ability to project power over the whole area.

But hey "everyone would burn out trying to move the fleets around" honestly I don't see it as anywhere near the problem people make it out to be.


We would be in the exact same situation as now only it would take 4 hours rather than 2.
cpt Niki
Perkone
Caldari State
#1396 - 2014-08-19 08:41:44 UTC  |  Edited by: cpt Niki
Manfred Sideous wrote:

Outcome = I bring PL all the supers and titans within reach of your space. I make your members life miserable. I force you to pay me or I take your space easily when your indexes fall from being camped or griefed. Or CFC decides to take their ever expansive jumpbridge network and does the same thing to you. Or they just convoy everyone down to the closest dockable system and then endless JF's stock up war supplies and you get PWNZONED.

You can do whatever you want to the sov system you want. As long as power projection is left unchecked supercaps or the blob will just march over you.

Anyone who isn't a established nullsec coalition is at such a severe disadvantage you are beaten before you start. Lets make a checklist:

Do you have:

A community of players
Strong Independent Logistics core
Experienced nullsec bloc level FC's
Command and Control systems and redundancies
Advanced IT infrastructure
Spy & Intel network
The means(isk) in which to sustain a prolonged campaign


WTF! CCP you have to make that forums work! damn I have to rewrite this ****.

Strong Independent Logistics core - can be organized out-of-game.

Director/LD pilot : we are going to move our HQ to Taisy.
Mail to alliance : Tomorrow at 21:00 we are doing a move op to Taisy be ready.
log in next day (because you saw the mail from a tool (even from eve-gate) )out-of-game and move your stuff to staging.
log off till there is an op ping.
corporations logs all the JF, Carrier pilots and move all the ****.

kill all those out-of-game info, no need to be that easy.
make logistics more active! space is space! is moving space! make the solar systems move! today you can jump from podion to I-N tomorrow you are ****** and you have to search for alternative route. make it every 6 hours? I don't care, make it more active if CCP can make it even more detailed and you can jump to the last planet of a system but not in the station because it is some AU away of your Jumping range then it is better :)

Command and Control systems and redundancies - can be managed out-of-game.

No notification for anything today we have coalitions of 2k active pilots, make them undock and patrol your grounds to see if everything is ok on your space, atm everyone is afk till the ping hits be active in a game is good for the game.

Advanced IT infrastructure - This one is the biggest of all out-of-game management.

You can do everything, anything whatever you want. you want to sit and see thing done automated get some good IT guys and infrastructure and there you go! you have build your afk empire.
Today everything is authenticated automated out-of-game, spies, SRP, notifications, mails, background check, Coms, Forums, coalition wide tools and many other things.

make them difficult, make the process of managing a coalition of 5k players a pain for one person (you know what I mean).

Spy & Intel network again out-of-game easy things.

Scout reports directional copy paste, send link to FC and the FC knows what the enemy has in numbers! he knows everything!
Spies like afk characters in null sec corporations to fetch the mails and if you get more access to get more info about notifications and other stuff e.g. assets form API locations of the corp pilots and I believe there are many more things that I can not think atm.

kill the out-of-game (meta thing) if you want to play a game log on and play it.
If you want to run a big empire then you do this with big costs, make isk sinks for the big boys! you want fame and reputation you have to pay for that privilege.

think of new ideas not just some nerfs! if you nerf the RR with stacking penalties I believe we will see fleets of logistics just because we can bring them!

@baltec1 you need people that are not

-FC kill the broadcasted target
-Yes my lord, as you wish.
can you make a fleet with 100 ships of electronic warfare and those 100 have a brain and use it?
It is difficult but I believe it is possible.
Valleria Darkmoon
Imperial Academy
Amarr Empire
#1397 - 2014-08-19 11:13:56 UTC  |  Edited by: Valleria Darkmoon
Since I first found this thread a few weeks ago I've been thinking a lot about the issue of power projection. What I see is that EVE is a massive game travelling gate to gate could take hours or even several log ins, depending on ship, to get from one deep dead end system to the system that is the maximum number of jumps away (someone will have to look up how many that is). Indeed a common feature of most sandbox games is that you as a player have the ability to cross the game world reasonably quickly. EVE is unique though in that your ability to travel quickly affects other players ability to carry out operations as they risk a swift punch in the face from literally the other side of the universe.

Stagnation will therefore be something of a balancing act and is directly linked to how quickly players are able to move around. If it is too hard to move around you will get stagnation because people will not be asked to move more than 10-20 jumps from home, especially those people who can't play more than 2-3 hours in a sitting. If you are able to move too fast, you gain too much influence as you are potential reinforcements who can hit the field in minutes from literally anywhere. Currently EVE leans too far in the quick moving direction. I've seen calls for jump drives/bridges being removed from the game or only linking to the next system allowing you to bypass the gate and allowing capitals to use stargates. Most of this feels a bit heavy handed to me and risks heading to the too slow side of things.

So where is the middle ground then?

Well I think we could do with a two-fold solution first you stretch out space by increasing the light years between all systems in the game by about 20-25% (negotiable), the map is not flat so this should be an average not a law, some systems may see more or less increase then the average. At the same time you do not add any additional range to jump bridges or drives with the exception of Black Ops. Black Ops were rarely used prior to their quality of life buffs for their jump drives and this would effectively revert some of those changes. Black Ops do not have nearly the power projection issues that capitals and entire fleets do, especially as they are not really insurable hulls, so whelping a fleet of them is quite costly. The skill Remote Sensing for PI and Blops jump drives would therefore see an increase in their utility equal to the expansion of space.

Secondly add a 10 minute cooldown timer to the pilot when they use a jump bridge or drive which will disallow them using another jump bridge or drive for the duration. A flag could even be placed into the top left of your screen just like your pvp flags which will show you exactly when you can jump again (note that this flag will not prevent the use of a stargate). From a game perspective this is admittedly a somewhat inelegant way to put a cap on the range and power you can get out of a bridge network or jump drives. We put the timer on the pilot as well to prevent any ship swapping shenanigans to avoid the timer. From a lore perspective this is easy enough to justify. Remember that implant in your head that allows you to transfer your mind to a new clone on death? Well when you jump light years at a time without the aid of a stargate that connection suffers some degradation and repeated jumping could cause it to sever completely if you do not allow time for it to recalibrate (not that I suggest we allow anyone to risk it). Stargates are equipped with beacons that allow the connection to perceive the jump as though you were travelling at sub warp speed, passing the signal directly between them. By doing it this way jump drives and bridges do not project fleets as far or as quickly. You can still travel multiple relays, but the more relay cynos you need to make, the longer the enforced time is that the trip will take and the stretched out space means you will need more relays to cover a given distance than you do currently. At the same time normal gate to gate travel is completely unaffected by any of this, whatever time it takes today is the same amount of time it will take you tomorrow.

What should be obvious then is that your power projection within one bridge or jump of home is completely unaffected, this is by design. You ought to be able to respond to a threat in the space you could reasonably hope to use around your home system(s). Likewise roaming fleets should know roughly when they are in danger of hotdrop and from whom. It should also be obvious that parts of a coalition spread across the map will not be able to respond within minutes of a fight breaking out half the universe away even if they were formed up before it happened. This is also by design, as it will allow an attacking force to imagine how long an objective will take to reinforce for example and plan to be in and out faster than help can arrive. In essence your alliance will have lessening influence the farther the action is from home, which sounds about right to me. With jump clones you could even have more than one "home", though good luck defending them all at once should you need to.

I feel doing it this way will certainly slow down a redeployment for example but not to the point where it becomes unfeasible while also preventing forces in Dekelin, from being in Fountain in 5 minutes flat. Any changes to sov I will not comment on since I have never been bothered enough to learn the mechanics (low sec for life), but this should allow for some quick movement without allowing instant deployment of heavy assets to anywhere. We'll keep capitals still unable to use stargates for now because let's be honest a large part of the stagnation problem is from cap and super cap proliferation, the solution will not involve expanding the current use for capitals as much of a pain as it would be to take them gate to gate.

Reality has an almost infinite capacity to resist oversimplification.

baltec1
Bat Country
Pandemic Horde
#1398 - 2014-08-19 11:16:37 UTC  |  Edited by: baltec1
cpt Niki wrote:

think of new ideas not just some nerfs! if you nerf the RR with stacking penalties I believe we will see fleets of logistics just because we can bring them!

@baltec1 you need people that are not

-FC kill the broadcasted target
-Yes my lord, as you wish.
can you make a fleet with 100 ships of electronic warfare and those 100 have a brain and use it?
It is difficult but I believe it is possible.


It wouldn't matter how many small fleets of logi you would make, they would still have diminishing returns on RR because they are all repping the one ship. If you want to break the N+1 meta for fleet combat then you must deal with the need to bring more logi to counter more alpha to counter more logi.

Until you deal with RR smaller alliances will simply not be viable in sov space.
cpt Niki
Perkone
Caldari State
#1399 - 2014-08-19 11:57:32 UTC
baltec1 wrote:
cpt Niki wrote:

think of new ideas not just some nerfs! if you nerf the RR with stacking penalties I believe we will see fleets of logistics just because we can bring them!

@baltec1 you need people that are not

-FC kill the broadcasted target
-Yes my lord, as you wish.
can you make a fleet with 100 ships of electronic warfare and those 100 have a brain and use it?
It is difficult but I believe it is possible.


It wouldn't matter how many small fleets of logi you would make, they would still have diminishing returns on RR because they are all repping the one ship. If you want to break the N+1 meta for fleet combat then you must deal with the need to bring more logi to counter more alpha to counter more logi.

Until you deal with RR smaller alliances will simply not be viable in sov space.



Yes I see the point of N + 1 but and there is a big but because you have many ways to counter those logistics, let me see.
1. lock-breaker bombs
2. ECM ships kitsune blackbird falcon scorpion
3. dampening ships
4. a good spy! (you have your pilot in enemy fleet you field him the FC with 5 more ppl target him so he broadcast for reps now and then or have him in perma rep with 10-20 ships hitting hit (you get the point)
5. get a warp in right in their face (probe them)

all the above need effort but you still want F1 peasants in a DPS ship to make the difference in sov null?

Nope RR is not a problem, you can brainstorm in something else now.
baltec1
Bat Country
Pandemic Horde
#1400 - 2014-08-19 12:06:25 UTC
cpt Niki wrote:


Yes I see the point of N + 1 but and there is a big but because you have many ways to counter those logistics, let me see.
1. lock-breaker bombs
2. ECM ships kitsune blackbird falcon scorpion
3. dampening ships
4. a good spy! (you have your pilot in enemy fleet you field him the FC with 5 more ppl target him so he broadcast for reps now and then or have him in perma rep with 10-20 ships hitting hit (you get the point)
5. get a warp in right in their face (probe them)

all the above need effort but you still want F1 peasants in a DPS ship to make the difference in sov null?

Nope RR is not a problem, you can brainstorm in something else now.


So why does nobody use those "many counters"?

Lock breaker bombs are never used, they are simply a waste of time and ships.

ECM ships are no longer used because logi simply fit ECCM and the ECM ships are easily removed from fights. They were retired from every powerblocks fleet comps several years ago.

Damping ships are used but require an entire fleet to be dedicated to it so it simply is not a viable option for smaller alliances as it lacks the firepower and is rather soft and squishy. CFC use it as a secondary fleet.

Anyone in the GIA can tell you that spies in enemy fleets are of limited use and do little good in a fight. Burning a spy in every fleet fight simply isn't viable and a waste of assets.

We already do this, it wont help a smaller fleet.