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Supply logistics: the real reason for power imbalance in null?

Author
Lonewolf174
Deep Core Mining Inc.
Caldari State
#1 - 2014-09-02 19:42:19 UTC  |  Edited by: Lonewolf174
Foreword:

This is just an idea, and I'm not talking from a position of authority on this subject, but I do believe it is worth exploring.


Explaination of reasoning:

As it seems to me, all this debate about power projection, the SOV system and proliferation/abuse of apex force, is missing the real base issue here.

No one disagrees that large coalitions and alliances are killing null content by being able to completely overwhelm smaller forces in null-sec without the smaller force having any real viable tactics to resist them. In order to solve this issue, the power and unassailable position a group of players achieves simply by being large and controlling lots of space needs to be alleviated in some way.

In the real world all throughout history, there have been situations in which a smaller, less well financed force has been able to thwart or even destroy larger, much better funded groups through guerrilla warfare. While disruptive tactics are viable to a degree in Null warfare, they are very limited in their effect and often have little lasting effect and require an insane amount of dedication and time to have an effect on large groups.

Oft times large war efforts have collapsed under their own weight (for example Napoleon's invasion of Russia) and almost in every case the failure of these otherwise overwhelming forces comes down to a failure in planning/execution, or disruption of, logistics. I'm talking supply chains people! =P Supply chains and logistics in general are almost always the weak point of a larger/superior force, but as it stands in EVE at this time, this does not seem to be the case.

The difficulty of supplying and maintaining a group or war effort should increase exponentially with size, as it stands now, it does not, and in some cases in EVE it may actually become easier.

We need to find a way of making supply logistics scale with size, and make supply chains viable target in wars.







So, here is my suggestion.

Make major supply lines static to some degree.

How I suggest this may be achieved is by making jump freighters as they function currently less viable for large scale supply logistics, and replacing them with freighters and Jump Bridges.


Proposed changes:

1: Change jump mechanics to function similar to the new WH mechanics, varying distance depending on mass (possibly compounded by amount of cargo being carried)

2: Effective mass reduction when using jump bridges for JFs or freighters

3: Reduce jump range of JFs

(Edit) 4: Make freighters unable to use Titan jump portals.

I believe these changes would conspire to force alliances to set up static shipping lanes that would be vulnerable to disruption, as well as making jump freighters less viable/reliable in supplying a group the larger it becomes. This will allow for smaller groups to starve out larger groups entirely or even the playing field. And increase the logistics strains on larger groups, encouraging smaller and more groups, thus more dynamic politics, and thus more conflict.

It will hopefully also encourage smaller groups to become more dependent on local resources.


Please only civil discourse, I believe I may be on to something here, and would appreciate honest and civil criticism of the idea.
Alvatore DiMarco
Capricious Endeavours Ltd
#2 - 2014-09-02 19:45:55 UTC
When the mechanics of your supply chain consist of opening a titan bridge to within 1j or 2j of where your forces are, I don't see an awful lot of potential for disrupting that.
Lonewolf174
Deep Core Mining Inc.
Caldari State
#3 - 2014-09-02 19:50:51 UTC  |  Edited by: Lonewolf174
Alvatore DiMarco wrote:
When the mechanics of your supply chain consist of opening a titan bridge to within 1j or 2j of where your forces are, I don't see an awful lot of potential for disrupting that.


I mean jump bridges as in the POS structures, not titan jump portals.

Edit: Just found out freighters can use Titan jump portals, that seems kind of silly to me, but for what i suggested to be viable, that would need to be removed as well.
Danika Princip
GoonWaffe
Goonswarm Federation
#4 - 2014-09-02 20:29:00 UTC  |  Edited by: Danika Princip
Lonewolf174 wrote:
Alvatore DiMarco wrote:
When the mechanics of your supply chain consist of opening a titan bridge to within 1j or 2j of where your forces are, I don't see an awful lot of potential for disrupting that.


I mean jump bridges as in the POS structures, not titan jump portals.

Edit: Just found out freighters can use Titan jump portals, that seems kind of silly to me, but for what i suggested to be viable, that would need to be removed as well.



Which is irrelevant, because the big groups will simply use titans to bridge freighters around instead of using jump freighters.

or, failing that, carriers full of stuff.


Why do you want to make actually living in nullsec more trouble than it's worth? How are you proposing a small group survives in null with zero logistical links to highsec?
Lonewolf174
Deep Core Mining Inc.
Caldari State
#5 - 2014-09-02 20:40:23 UTC
Danika Princip wrote:



Which is irrelevant, because the big groups will simply use titans to bridge freighters around instead of using jump freighters.

or, failing that, carriers full of stuff.


Why do you want to make actually living in nullsec more trouble than it's worth? How are you proposing a small group survives in null with zero logistical links to highsec?



Quote:
Which is irrelevant, because the big groups will simply use titans to bridge freighters around instead of using jump freighters.


I didnt know that frieghters could use jump portals, I have edited for that.


Quote:
or, failing that, carriers full of stuff.


These would be limited for volume and expose the carriers to being intercepted more frequently.


Quote:
Why do you want to make actually living in nullsec more trouble than it's worth? How are you proposing a small group survives in null with zero logistical links to highsec?


I dont, want it to be more than its worth. I want more small factions and for those factions to have viable opportunities for guerrilla warfare and potential resistance to larger forces.

And im not suggesting that any group have zero logistical links to high sec, that could never happen, and i wouldnt want it anyway. Im meerly suggesting that a small group could produce the comparatively small amount of ammo and fuel needed locally much easier than it would be to ship it in, thus making them more difficult to disrupt in that manner.
Danika Princip
GoonWaffe
Goonswarm Federation
#6 - 2014-09-02 20:47:25 UTC
If a small group can produce ammo and fuel locally with no trouble, then so can a big one. Bigger groups have more industry guys after all. Not to mention more stations in which to actually produce the stuff.

The problem isn't fuel and ammo though. Where is your small group going to get ships from? What about modules? Or, even worse, t2 or even t3 gear? Even if, for some reason, not one single member of one of the big groups decides to pay a visit to the home systems of your small group, they're still going to take losses on the offensive that they will simply not be able to replace if they do not have highsec links, which will be considerably more vulnerable than those of a bigger group, as the small group will not ave the manpower to defend their routes.
Lonewolf174
Deep Core Mining Inc.
Caldari State
#7 - 2014-09-02 21:02:30 UTC
Danika Princip wrote:
If a small group can produce ammo and fuel locally with no trouble, then so can a big one. Bigger groups have more industry guys after all. Not to mention more stations in which to actually produce the stuff.

The problem isn't fuel and ammo though. Where is your small group going to get ships from? What about modules? Or, even worse, t2 or even t3 gear? Even if, for some reason, not one single member of one of the big groups decides to pay a visit to the home systems of your small group, they're still going to take losses on the offensive that they will simply not be able to replace if they do not have highsec links, which will be considerably more vulnerable than those of a bigger group, as the small group will not ave the manpower to defend their routes.



Well im suggesting that smaller groups would be able to use JFs becuase they need less volume of supplies. Or would only need to use their shipping lane once a week for example.

Where a large alliance wouldnt be able to feasibly use jump freighters for everything, and would need to use shipping lanes more often, thus opening them up to raids and mistakes with greater frequency than that of a smaller alliance.
Mike Voidstar
Voidstar Free Flight Foundation
#8 - 2014-09-02 21:08:02 UTC
Some issues:

Content is not generated or destroyed by player interaction. That is a huge fallacy within the structure of the PvP of EVE. Content is the game itself, it drives play and player interaction. The stuff that makes null worth having is content, not the people playing with it.

Your point about supply chains are valid, but there is little of value in EVE that isn't widely available. Of things that exist in EVE, the most important resource is manpower, which is possesed in abundance by the null blobs.

Honestly, the best way to cause issues is to put the valuable resources in high sec to actually create supply lines in the first place.

To limit power projection make fuel not just costly, but actually limited in supply. To drive conflict you need scarcity of resource, not just cost.
Danika Princip
GoonWaffe
Goonswarm Federation
#9 - 2014-09-02 21:23:25 UTC
Lonewolf174 wrote:
Danika Princip wrote:
If a small group can produce ammo and fuel locally with no trouble, then so can a big one. Bigger groups have more industry guys after all. Not to mention more stations in which to actually produce the stuff.

The problem isn't fuel and ammo though. Where is your small group going to get ships from? What about modules? Or, even worse, t2 or even t3 gear? Even if, for some reason, not one single member of one of the big groups decides to pay a visit to the home systems of your small group, they're still going to take losses on the offensive that they will simply not be able to replace if they do not have highsec links, which will be considerably more vulnerable than those of a bigger group, as the small group will not ave the manpower to defend their routes.



Well im suggesting that smaller groups would be able to use JFs becuase they need less volume of supplies. Or would only need to use their shipping lane once a week for example.

Where a large alliance wouldnt be able to feasibly use jump freighters for everything, and would need to use shipping lanes more often, thus opening them up to raids and mistakes with greater frequency than that of a smaller alliance.



But a bigger group has more JFs, more JF pilots, and more warm bodies they can use to defend said routes. Taking out a CFC JF isn't going to matter much, while taking out a JF from a small group that only has a handful of them is going to be a much bigger loss.
Lonewolf174
Deep Core Mining Inc.
Caldari State
#10 - 2014-09-02 21:25:42 UTC
Mike Voidstar wrote:
Some issues:

Content is not generated or destroyed by player interaction. That is a huge fallacy within the structure of the PvP of EVE. Content is the game itself, it drives play and player interaction. The stuff that makes null worth having is content, not the people playing with it.

Your point about supply chains are valid, but there is little of value in EVE that isn't widely available. Of things that exist in EVE, the most important resource is manpower, which is possesed in abundance by the null blobs.

Honestly, the best way to cause issues is to put the valuable resources in high sec to actually create supply lines in the first place.

To limit power projection make fuel not just costly, but actually limited in supply. To drive conflict you need scarcity of resource, not just cost.



When you're in null and surrounded by a sea of blue and have nothing to shoot besides rats, thats boring.

And im suggesting scarcity of resources would depend largely on the efficacy of supply lines, and that supply lines should become more vulnerable to disruption the larger the alliance.

Yes manpower is the most valuable resource in eve, but the demands of supporting increasingly large numbers of players should scale accordingly.

I also think that this change could do something towards limiting the power or applicability of null blobs. Instead of the solution to any conflict in eve being "blob it till its dead", not having to worry about messing up, losing significant amounts of isk/ships because you have plenty of both. It should be more dynamic than that, and i'm merely suggesting one way that may be done.
Lonewolf174
Deep Core Mining Inc.
Caldari State
#11 - 2014-09-02 21:34:34 UTC
Danika Princip wrote:


But a bigger group has more JFs, more JF pilots, and more warm bodies they can use to defend said routes. Taking out a CFC JF isn't going to matter much, while taking out a JF from a small group that only has a handful of them is going to be a much bigger loss.


Hence the change to cyno landing ranges and JF range. More time in space, more chances to mess up and less options in jump routes. And while blowing up one CFC JF might be a drop in a bucket, theyd be active and open to hunting on a more frequent basis, where one JF loss for a smaller group would be a larger hit, there would only be a few of them operating, and thus fewer chances to catch one.

In that scenario, a shipping lane of Jump bridges on POSes would require less time in space, and less jumps. But open them up to disruption from smaller groups in a different way.
Rivr Luzade
Coreli Corporation
Pandemic Legion
#12 - 2014-09-02 21:38:29 UTC
Thank you for effectively killing off smaller entities who live in deep Low sec or NPC 00 sec, to begin with. Our life there is already fancy enough and surely everyone of them can afford multiple titans to bridge in much needed materials, or has the strength and manpower to protect a freighter convoy or do their hauling in hundreds of trips in BRs and DSTs. You are our hero!

Roll

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Gizznitt Malikite
Agony Unleashed
Agony Empire
#13 - 2014-09-02 22:02:20 UTC
Mike Voidstar wrote:
Some issues:

Content is not generated or destroyed by player interaction. That is a huge fallacy within the structure of the PvP of EVE. Content is the game itself, it drives play and player interaction. The stuff that makes null worth having is content, not the people playing with it.


I personally think you are misguided here. A gaming company creates the rules system that cover how players and NPC's interact with each other, but that is not content. Content is what the hell the show is about. It is the WHY. Not the HOW.

In some games, the content of the game is fed to you by corporate storytellers: Why are you doing XYZ: To save the princess, to get this treasure, to conquer the Galaxy, to save the universe, to escape hell, to save your soul, etc, etc, etc.

In other games, the content is generated by players: My old-school D&D and WoD games were constantly evolving campaigns completely led by player and GM actions.

Many companies ofter Mod tools to their playerbase to tap community creativity, which may easily create far more content than any company can produce.

EvE has very little CCP produced content. Are you really running Damsel in Distress to save that slutty wench? Sure, some players eat this up and call it good content, but most players have a different purpose for running that mission.

Does player interaction create content? When that interaction provides the WHY you pursue your path in game, it certainly does.

Now, as to the Op, your proposal does very little to improve EvE. I've been doing small gang nullsec PvP for many years now, and your proposal would do nothing to improve the Sov System, to improve small gang PvP in nullsec, or to really benefit the game. Things need to change, but I don't think this is the right change.
Komi Toran
Perkone
Caldari State
#14 - 2014-09-02 22:24:05 UTC
Lonewolf174 wrote:
Hence the change to cyno landing ranges and JF range. More time in space, more chances to mess up and less options in jump routes. And while blowing up one CFC JF might be a drop in a bucket, theyd be active and open to hunting on a more frequent basis, where one JF loss for a smaller group would be a larger hit, there would only be a few of them operating, and thus fewer chances to catch one.

The thing that you aren't getting is that it's not the size of the blocks that are determining the logistic needs of null. It's the total population, period, that determines need. It doesn't matter if that population is split four ways or four hundred ways, that population needs a lifeline. That means there will be just as many, if not more, JFs in transit, open to being hunted. Those that protect their JFs well will dominate. Those that do it poorly will die. As success follows experience, this will make it harder for new entities to gain a foothold in null after the initial learning period, not easier.
Lonewolf174
Deep Core Mining Inc.
Caldari State
#15 - 2014-09-03 00:38:18 UTC
Komi Toran wrote:
Lonewolf174 wrote:
Hence the change to cyno landing ranges and JF range. More time in space, more chances to mess up and less options in jump routes. And while blowing up one CFC JF might be a drop in a bucket, theyd be active and open to hunting on a more frequent basis, where one JF loss for a smaller group would be a larger hit, there would only be a few of them operating, and thus fewer chances to catch one.

The thing that you aren't getting is that it's not the size of the blocks that are determining the logistic needs of null. It's the total population, period, that determines need. It doesn't matter if that population is split four ways or four hundred ways, that population needs a lifeline. That means there will be just as many, if not more, JFs in transit, open to being hunted. Those that protect their JFs well will dominate. Those that do it poorly will die. As success follows experience, this will make it harder for new entities to gain a foothold in null after the initial learning period, not easier.


Yeah that is true. I can see my concept acting as a pretty serious barrier of entry for new entities instead of causing old and large enteties, bloated with members, collapsing in on themselves due to logistical failures.

In any case it boils down to this: I believe that huge alliances and coalitions are ****** for EVE. The logistics for any group or project of sufficient size should be a major limiting factor. Supply chain disruption/raiding would be fun and awesome and add a new dynamic to conflicts

Im not entirely sure how those things could be achieved, but I believe that my initial suggestion may be a good way to do it, given refinement.
Mike Voidstar
Voidstar Free Flight Foundation
#16 - 2014-09-03 07:29:54 UTC
My point is that without scarcity there is no need for the supply chains. Most things come from Jita for convenience, not really need. If freightering in from there became super hard, they would just produce things locally.

What do they need as a group that individuals don't need on their own? Mostly security and POS infrastructure.

They cover security with manpower. Anyone and everyone can get ships of various size.

I would suggest that certain structure fuels be used for such things as bridging and jumpbridge structures, and that those fuels be seriously limited.

If you limit real scarcity to projection based resources you only disadvantage those that rely on it the most. It drives real conflict by being actually rare.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#17 - 2014-09-03 14:51:28 UTC
Mike Voidstar wrote:
My point is that without scarcity there is no need for the supply chains. Most things come from Jita for convenience, not really need. If freightering in from there became super hard, they would just produce things locally.

What do they need as a group that individuals don't need on their own? Mostly security and POS infrastructure.

They cover security with manpower. Anyone and everyone can get ships of various size.

I would suggest that certain structure fuels be used for such things as bridging and jumpbridge structures, and that those fuels be seriously limited.

If you limit real scarcity to projection based resources you only disadvantage those that rely on it the most. It drives real conflict by being actually rare.


Again, I must disagree with you Mike. There are several reasons things are shipped in from Jita.

1.) Supply of Materials:
♦ Building items, especially the universally utilized T2 modules and ships, requires access to processed moongoo materials, datacores, PI materials, and large quantities of minerals. Several of those items are ubiquitously available throughout the universe, and moreso in nullsec. However, several of those items are region specific resources. For example, look at the distribution of R32 and R64 Moons throughout the universe. In every region, you only have a fraction of the moon types available, which simplistically means with local resources you can only build a fraction of the t2 modules in the game, and fewer t2 ships. Datacores, which are needed for invention, pragmatically cannot be found in nullsec, and are an empire-only source (from FW LP). The point, big or small, every nullsec alliance is dependent on empire for their materials of war.

2.) Supply, compared to demand, already creates scarcity within the game. While valuable resources are an excellent conflict driver, when capitalistic heads prevails the situation grows fairly unhealthy in EvE. For example, before moongoo was rebalanced Tech moons were a major bottleneck in t2 production. There are a limited number of Tech moons in the game (~275), and eventually the oligopoly (OTEC) developed that further restricted the supply. In their prime, a single Tech moon earned 15b isk a month in profits. To be honest, the superpowers we have today came to power using the profits of these moons. CCP rebalanced T2 materials, which resulted in a devalue of Tech moons, and that is when our current superpowers moved to the current rental system to fund their war machines.

3.) Take a look at who's movement gets restricted as you limit the availability of jump fuel. Is it the independent 250 person alliance living in NPC nullsec (often very deep in Nullsec)? They pragmatically have very little alliance level income (pretend it is 20b a month), and cannot afford the scarce jump fuel. Or is it the mighty CFC alliances, that collectively bring in trillions of isk every month? Who's going to secure these scarce resources? Is it the small independent alliances, or is it the monoliths? Your proclamation will result in large coalitions forming a new Oligopoly around jump fuel, and they will hoard it so they can actually travel, while smaller groups simply won't have a chance.


Right now, you are looking at the supply and demand problem from the wrong side. We shouldn't be focusing on limiting the supply of force projection. We should be focused on limiting the DEMAND for force projection. Taking sov centers around major EHP structures that a conventional force cannot hope to grind on any reasonable timeframe. What's more, the series of RF timers make it so the defenders have abundant opportunity to counter attack at a time most optimal for them. The result is, the only way you can win a Sov battle is to have an overwhelming force. This is what needs to change. Remove the need for an Apex force. At the same time, encourage more people to fly in space. I don't care what they are doing, so long as they are in a vulnerable ship, flying around space.





Mike Voidstar
Voidstar Free Flight Foundation
#18 - 2014-09-03 22:25:21 UTC
There is very little true scarcity.

For most of what you are discussing, it's needed and available in such quantity that whole corps could form and function off transporting it in hundreds of interceptors or other small ships, filling buy orders in null. It would become less convenient, but not much less available.

Jita is simply convenient. It makes it efficient to be proactive on supplies. It isn't needed, just handy.

Small groups trying to destabilize or take territory from a larger group do not need the power projection bridging represents. If true scarcity existed, hitting even a single shipment of fuel is a large blow to the operation of a large bloc. I would see supplies limited to the point that hotdrops are carefully coordinated for strategic purposes, not a cheap tactical option for catching sleepy ratters.

Perhaps fuel could be optional, a way to decrease a spool up timer... So moving small units is readable with prep, but a larger op would need fuel to be feasible.


If the goal is to combat blobs then anything that disadvantages large groups wins. Honestly something as simple as area effect weapons with useful damage areas would work too. Smaller groups can more effectively spread out and attack from multiple angles.