These forums have been archived and are now read-only.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

Pre-CSM Summit Nullsec and Sov Thread

First post First post
Author
Rommiee
Mercury Inc.
#361 - 2014-09-16 07:34:42 UTC
Shilalasar wrote:
Worrff wrote:
To those people who do not live in Null, but have opinions on how to “fix” it, read:


http://themittani.com/content/traffic-control-unknown-virgins


Sounds like the stuff Lehman bankers said for years. If you are part of the problem you often do not see clearly while someone from outside has a better view.


Yeah, like some guy who dabbles in a bit of industry in high sec can give some real insight into sov mechanics.
Kagura Nikon
Native Freshfood
Minmatar Republic
#362 - 2014-09-16 10:02:05 UTC
baltec1 wrote:
Abbadon21 wrote:


Not to be rude, but PVP shouldn't be about who can drop the most supers.

Right now EVE is headed for toward a "Buy a Super Carrier and Join N3/PL/Goons or don' t even try" future. I've watched Sov PVP over the last 7 years and it has gotten worse every year.

I'm sure it's obvious my opinion of Supers, Huge Battles, and Mega Coalitions is a negative one. Most the people in the big Coalitions probably don't agree and want to see their type of PVP buffed with better servers, reduced TIDI, and easier F1 PVP.

IMO PVP in EVE is supposed to be an intersteller chess match, not simplified WoW.

Making Sov Mechanics Offensive will mean that Sov will shift every night and only the most active occupants will be able to hold systems.


My PL enemy friends point is that power projection cannot be nerfed, we will always be able to deploy. Fact is that supers today are like battleships were back in 2006. We both have vast fleets of them and they are not going to go away so we have to balance null with these ships in mind. There are far too many high sec NPC players in this thread with no experience of null sov and its mechanics trying to put forth at best ideas that won't work and at worst, ideas that would make the situation even worse.

Everyone who has been in null for years knows what the issues are and we are all fed up with the current situation. We are actively campaigning for massive nerfs to our powerblocks so that fresh, small alliances can get in on the action. More small powers in null means more targets for small gang roaming which means more fun for us. Right now 9/10 fights ends up being a blueball which is no fun for anyone.



But supers do have 1 huge difference. You can make a large fleet of capitals and subcapitals livign in NPC null or inlow sec. And prepare to try to take some 0.;0 tiny corner. Suypers You cannot pile up if you do not have already a friend in 0.0

Supers are indeed a large barrier for smaller groups be anywhere close to competitive.

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

kidkoma
Hedion University
Amarr Empire
#363 - 2014-09-16 10:25:48 UTC
Kagura Nikon wrote:
baltec1 wrote:
Abbadon21 wrote:


Not to be rude, but PVP shouldn't be about who can drop the most supers.

Right now EVE is headed for toward a "Buy a Super Carrier and Join N3/PL/Goons or don' t even try" future. I've watched Sov PVP over the last 7 years and it has gotten worse every year.

I'm sure it's obvious my opinion of Supers, Huge Battles, and Mega Coalitions is a negative one. Most the people in the big Coalitions probably don't agree and want to see their type of PVP buffed with better servers, reduced TIDI, and easier F1 PVP.

IMO PVP in EVE is supposed to be an intersteller chess match, not simplified WoW.

Making Sov Mechanics Offensive will mean that Sov will shift every night and only the most active occupants will be able to hold systems.


My PL enemy friends point is that power projection cannot be nerfed, we will always be able to deploy. Fact is that supers today are like battleships were back in 2006. We both have vast fleets of them and they are not going to go away so we have to balance null with these ships in mind. There are far too many high sec NPC players in this thread with no experience of null sov and its mechanics trying to put forth at best ideas that won't work and at worst, ideas that would make the situation even worse.

Everyone who has been in null for years knows what the issues are and we are all fed up with the current situation. We are actively campaigning for massive nerfs to our powerblocks so that fresh, small alliances can get in on the action. More small powers in null means more targets for small gang roaming which means more fun for us. Right now 9/10 fights ends up being a blueball which is no fun for anyone.



But supers do have 1 huge difference. You can make a large fleet of capitals and subcapitals livign in NPC null or inlow sec. And prepare to try to take some 0.;0 tiny corner. Suypers You cannot pile up if you do not have already a friend in 0.0

Supers are indeed a large barrier for smaller groups be anywhere close to competitive.


If you got rid of the giant ehp's that structures have, supers become kind of irrelevant.
Ilyana Nehla
Caldari Supply and Armament Inc.
#364 - 2014-09-16 12:17:59 UTC  |  Edited by: Ilyana Nehla
I know strange idea but maybe its working?.

how about the following:

Every Constellation has a (fixed) Capital. To get sov in a wholeconsteallation you have to hold >=1/2 Systems in the const. + the capital.
If you either lose the capital OR <1/2 of the constellation you lose Sov.

How do you take a System? Simply destroy the TCU (HP so lets say a group of 10 Battleships can destroy them in 30Minutes (Arbitrary) ) and online your own TCU (2 Minutes). When a constellation is neutral or claimed by another alliance(!) you can not use jump bridges into that constellation. Cyno Jammers should be small enough to fit into a Battleships cargohold(maybe some kinda EW-BS like the scorp can get an extra hangar or a module) and block a whole constellation.

What does it bring? Small renterpets ususally cant field enough to resists a well planned attack.
Swift landgrabs are possible and without the ability to Jumpbridge everyone - even scaps - have to use gates(@big entities: yes scaps CAN use gates FYI)
A swift attack on a big entities staging system in their unfavourable TZ can inflict a BIG loss in assets closed down on station.
1.More backstabs
2.more pew pew
3.??????
4. Profit
WarFireV
The Scope
Gallente Federation
#365 - 2014-09-16 14:07:12 UTC
Super for the most part do the same job as dread without the hassles of having to siege. The trade off is their DPS can be killed off, they cost alot more, and you have to entomb a character on one.

This is not to say that supers upsides are not huge. Dreads don't do so well in larger battles because the server has problems dealing with turrets, but that is not a game balance issue that is a server issue.

Most people live in too much fear of the 'hot drop' instead of learning how to deal with it. The idea of losing a capital fleets has done more to make people live in fear then actual capitals dieing.
Frostys Virpio
State War Academy
Caldari State
#366 - 2014-09-16 14:11:38 UTC
Ilyana Nehla wrote:
I know strange idea but maybe its working?.

how about the following:

Every Constellation has a (fixed) Capital. To get sov in a wholeconsteallation you have to hold >=1/2 Systems in the const. + the capital.
If you either lose the capital OR <1/2 of the constellation you lose Sov.

How do you take a System? Simply destroy the TCU (HP so lets say a group of 10 Battleships can destroy them in 30Minutes (Arbitrary) ) and online your own TCU (2 Minutes). When a constellation is neutral or claimed by another alliance(!) you can not use jump bridges into that constellation. Cyno Jammers should be small enough to fit into a Battleships cargohold(maybe some kinda EW-BS like the scorp can get an extra hangar or a module) and block a whole constellation.

What does it bring? Small renterpets ususally cant field enough to resists a well planned attack.
Swift landgrabs are possible and without the ability to Jumpbridge everyone - even scaps - have to use gates(@big entities: yes scaps CAN use gates FYI)
A swift attack on a big entities staging system in their unfavourable TZ can inflict a BIG loss in assets closed down on station.
1.More backstabs
2.more pew pew
3.??????
4. Profit


You do realize any "quick" land grab mechanic can also be used by large entity to grab back their land you stole or someone else's land. It also does not solve anything as it would still be a "flag" game.
Adrie Atticus
Caldari Provisions
Caldari State
#367 - 2014-09-16 14:27:53 UTC
Ilyana Nehla wrote:
I know strange idea but maybe its working?.

how about the following:

Every Constellation has a (fixed) Capital. To get sov in a wholeconsteallation you have to hold >=1/2 Systems in the const. + the capital.
If you either lose the capital OR <1/2 of the constellation you lose Sov.

How do you take a System? Simply destroy the TCU (HP so lets say a group of 10 Battleships can destroy them in 30Minutes (Arbitrary) ) and online your own TCU (2 Minutes). When a constellation is neutral or claimed by another alliance(!) you can not use jump bridges into that constellation. Cyno Jammers should be small enough to fit into a Battleships cargohold(maybe some kinda EW-BS like the scorp can get an extra hangar or a module) and block a whole constellation.

What does it bring? Small renterpets ususally cant field enough to resists a well planned attack.
Swift landgrabs are possible and without the ability to Jumpbridge everyone - even scaps - have to use gates(@big entities: yes scaps CAN use gates FYI)
A swift attack on a big entities staging system in their unfavourable TZ can inflict a BIG loss in assets closed down on station.
1.More backstabs
2.more pew pew
3.??????
4. Profit


So 10 dreads can destroy and plant their own TCU in less time than siege module cycles once, that's just stupid.
MeBiatch
GRR GOONS
#368 - 2014-09-16 16:54:10 UTC
CIA Agent wrote:
Force Projection for noobs..

a carrier with jump cal 5 which takes months of training and fuel conservation 4 the max jump range of a archon (all carriers) is 14.6 light years. the closest i could get to that distance was 14.02 light years in this

http://evemaps.dotlan.net/jump/Archon,544/Ihakana:Aunenen

as you can see it will cost a single archon roughtly 12,655 units of fuel to make 1 jump. and to go back to the system it started in is another 12,655. thats a total of 25,310 per round trip 1 max distance jump away.

currently helium isotopes are going for about 1,084 at the time of this post in amarr, one of the cheepest locations for it in empire as shown below

http://www.eve-central.com/home/quicklook.html?typeid=16274

so if we take the cost per unit of helium and multiply it by the amount of fuel required 25,310 x 1,084 you get 27,436,040 isk to move 1 system and back. now since we are crying about fleets of archons, lets multiply the amount of fuel to go 1 round trip at max distance for 250 archons. 25,310 x 250 = 6,327,500 units of helium. now lets find the cost of that.. 6,327,500 x 1,084 = 6,859,010,000 isk.

so with a cost to move a 250 man archon fleet to its location and then back again providing it took no damage on the move it will cost the archon fleet almost 7 billion isk to go 28 light years which again is 1 max distance jump cycle and back again.

lets now put it in perspective. say a 250 man slowcat fleet Formed in the NC staging system of FAT and went to kill some poor capitals to get to nisuwa the location of the recent eve bet event. that would equal 82.5 light years.. 41.25 there and 41.25 back.

http://evemaps.dotlan.net/jump/Archon,544/FAT-6P:Nisuwa

a total amount of 18,561,500 helium isotopes and multiply that by isotope cost 18,561,500 x 1084 = 20,120,666,000 isk.
fuel consumption per light year is the same across all capital class ships. with the excaption of JFs which pay alot more.

titans would also cost alot more since we dont have the reach to get there and no one has an entire titan route setup with everyone online at one time so alot of the time titans have to follow the fleet to bridge again putting them at risk as well as costing them stupid amounts of fuel to bridge.

so in the end u complain about force projection of capitals and how over powered they are but u have no idea how much it costs to move such a fleet. so 20 billion isk is the cost for an average 250 man carrier fleet to reach across eve and go home.. if you still think this is broken then no one can help your stupidity.

thank you all for your time


right so your entire post just goes to show how force projection forces renter empires and helps on the biggest parties in eve and only serves to hurt the small guys cuss they cant afford it.

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

baltec1
Bat Country
Pandemic Horde
#369 - 2014-09-16 17:28:16 UTC
Ilyana Nehla wrote:
I know strange idea but maybe its working?.

how about the following:

Every Constellation has a (fixed) Capital. To get sov in a wholeconsteallation you have to hold >=1/2 Systems in the const. + the capital.
If you either lose the capital OR <1/2 of the constellation you lose Sov.

How do you take a System? Simply destroy the TCU (HP so lets say a group of 10 Battleships can destroy them in 30Minutes (Arbitrary) ) and online your own TCU (2 Minutes). When a constellation is neutral or claimed by another alliance(!) you can not use jump bridges into that constellation. Cyno Jammers should be small enough to fit into a Battleships cargohold(maybe some kinda EW-BS like the scorp can get an extra hangar or a module) and block a whole constellation.

What does it bring? Small renterpets ususally cant field enough to resists a well planned attack.
Swift landgrabs are possible and without the ability to Jumpbridge everyone - even scaps - have to use gates(@big entities: yes scaps CAN use gates FYI)
A swift attack on a big entities staging system in their unfavourable TZ can inflict a BIG loss in assets closed down on station.
1.More backstabs
2.more pew pew
3.??????
4. Profit


We can take an entire Region in one night using a single suicide dread per system with this idea.
MrQuisno
Doomheim
#370 - 2014-09-16 18:36:30 UTC  |  Edited by: MrQuisno
I still believe the best path now is use or lose it. No one wants to see afking systems any more.

Should do away with alliances and let the corps claim sov. It already goes into their names....

Next bring back old area of effect dooms days....


sub caps vs. capitals is a fail....
Nikk Narrel
Moonlit Bonsai
#371 - 2014-09-16 18:47:39 UTC
I suggest a volatile region at the border of each individual sov holding group's space.

Explained in greater detail here:
https://forums.eveonline.com/default.aspx?g=posts&t=373839&find=unread

I believe this will promote activity, and offer earned safety at a price.
Carniflex
StarHunt
Mordus Angels
#372 - 2014-09-16 19:39:42 UTC
MrQuisno wrote:
I still believe the best path now is use or lose it. No one wants to see afking systems any more.

Should do away with alliances and let the corps claim sov. It already goes into their names....

Next bring back old area of effect dooms days....


sub caps vs. capitals is a fail....



My favorite idea was getting rid of the artificial "flag planting" dance altogether. Keep structures with some timers (as I'm old enough to remember ping pong and I did not like it) but leave star-map level "ownership" flag as something just cosmetic. Something like pissing on YOUR tree after you have beaten the snot out of opposition and send them limping away whimpering.

Get rid of invulnerability and defensive SBU's and crap. If its in space it can be attacked - timers - they are more or less unavoidable or the Aussie ninjas will be the strongest trump in any sov holding alliances sleeve that wants to attack something. So keep the timers sane.

Cost is irrelevant so just adding more cost to sov is just an isk sink - dial it whatever is needed by the economy but its not an balancing factor. That out of the way I still cant understand how did the CONCORD get involved in sov business out in null sec in the first place. Like the null sec alliances need that little stamp somewhere that they "own" this place for some reason? And then the CONCORD makes their crap automagically invulnerable against antimatter rounds large enough to have their detonations visible in the whole EVE cluster with naked eye if my napkin math is correct?

I'm not a big fan of lengthy stuff explaining long-winded mechanics to take care of something as simple as erecting a flag. Be it then FW inspired with various size plexes and people spinning buttons or something more extravagant. In my opinion null sec should be the place which you take by force and keep it by the force. I do not like some arbitrary isk costs - the price of a sov null is blood, preferably someone elses blood but if you do not make someone else bleed it will be your own. It should have a little more control than NPC null but ideally it would have a lot less "invulnerabilities" involved than currently.

If you must feel free to throw in there some FW inspired plexes to disrupt the space somehow, but ideally NPC null should not need it. The various activity indexes would be perhaps a little better but then again I'm against some kind of determined-by-dev-and-written-in-stone-numbers. For example, requiring one to mine X amount of ORE every day would be bad. The indexses should be organic enough to be able to maintain the space without going nuts with grind - that is until someone more active settles in and outdoes you. But flipping the "flag for just show" should be sideeffect of this struggle, not it's primary goal.

Here, sanity... niiiice sanity, come to daddy... okay, that's a good sanity... THWONK! GOT the bastard.

Valleria Darkmoon
Imperial Academy
Amarr Empire
#373 - 2014-09-16 20:34:57 UTC  |  Edited by: Valleria Darkmoon
I know power projection and null sec stagnation has been a hot button topic recently and not without cause. It seems to me that these issues are directly linked and also directly linked to the mobility of fleets as well. Coalitions have gotten so large and cyno networks so vast that it is never safe to engage because there is no realistic way to know how many ships might hit the field within a few minutes and hoping to scout all of EVE at once is just not realistic.

Stagnation in any form at its core will be linked to how fast you are able to move around space. In EVE your ability to cover ground directly affects the ability of other entities to carry out their business. If it's too easy to move, you get too much influence from too far away. If it's too hard to move people won't be asked.

If you can move too quickly stagnation results in the form we have now, any attack that will take any degree of time are always unsafe because of how many potential reinforcements can hit the field in a very short window. On the flip side of that coin I have heard people call for the removal of jump drives and bridges and allow capitals to use stargates. This is really the wrong way to go. If it becomes too difficult to move around the game by having to go gate to gate stagnation, in that case, will be the result of people simply not being willing to make the trip. This is particularly true of anyone who can only play for a few hours in a sitting (with the new warp speed mechanics imagine moving a dread fleet 20 jumps...uhhhhhhhhhhh, they'd have to log off before you got there).

On top of all that jump drives/bridges provide interesting methods of circumventing defensive blockades. Without the use of jump drives a larger coalition could defeat a smaller one by simply camping strategic gates the smaller coalition will simply never make it through. To those of you who think this worked in the past I have seen and been involved in fights where you jump a gate, your gate cloak runs out and you die before the grid loads, so did it really work in the past?

So how do we fix this? Well the only thing I can come up with is a hard cap on how often you can jump using a jump drive or bridge. If you use a jump drive or bridge you receive a 10 minute timer during which you are unable to travel using a jump drive or bridge. From a lore perspective this is easy enough to justify. The implant in your head that allows you to link to your next clone doesn't fare particularly well when you jump lightyears through space at a time and needs some time to stabilize the connection when you do. Stargates on the other hand are equipped with carriers that transfer your implant's signal from one gate to the next so from you link's perspective you might as well have walked through the gate. Therefore the 10 minute jump flag would not prevent the use of a stargate nor would it stop you from docking, assuming your ship is not a super and can dock. So while capital ships could only change systems once every 10 minutes, something like Black ops or subcap ships that have been bridged will be able to continue moving on right away by the normal use of stargates. I would suggest a timer in the top left of the screen just like the ones for suspect timers etc. From a game play perspective this is admittedly a somewhat inelegant attempt to put speed bumps in the road to increase the response times of fleets over long distances. For normal use of capitals the 10 minute timer should not be too strenuous as long as you plan to deal with it. Reinforced structures provide more than enough time to move heavy assets in time if required. Your enemy could take advantage of your moving out heavy assets to attack from the other side of course, now that you can't get back in time but coming up with interesting ways to defeat one's enemies is what EVE is all about.

It should be obvious that this means if you are within one jump of your home system you are completely unaffected and things operate tomorrow exactly like they do today barring the wait to return home if nothing happens. This is intentional. You should be able to respond quickly to events that are near your home system(s) and you should be able to muster a quick defense if a tower within range comes under attack or the opportunity to get a fight arises or whatever else comes along. Any roaming gang will be able to have a rough idea of where they might be most likely to get hotdropped as well which is also a good thing.

It should also be obvious that if you live very far from where a fight breaks out it will probably be over before you can get there with a capital fleet. Again this is intentional. Knowing where your enemies live you should have a good idea of what can hit the field within what time frame allowing you to properly assess the risks of starting something up as well as how long you have before huge waves of reinforcements could arrive. While this won't dissolve massive coalitions it would certainly decrease the value of having blues in Dekelin if you live in Geminate for example. If these massive coalitions decide to all move into the same area so they can support each other then competition over available sites should get interesting and would open up quite a lot of space for others. I imagine the discussion over who doesn't have to move should be interesting as well.

I'm trying to land in a sweet spot where mobility is good enough to keep things rolling but not so good that you can get in on a fight on the other side of the universe at a moment's notice. I know players manage to break even the best laid plans though, so EVE online show me how to break this, what have I not considered?

Reality has an almost infinite capacity to resist oversimplification.

Smallevils
Association of Commonwealth Enterprises
#374 - 2014-09-16 22:31:27 UTC
HVAC Repairman wrote:
out of my cold dead hands will you take dominion sov away from me


This can be arranged ........
Dread Scar
Native Freshfood
Minmatar Republic
#375 - 2014-09-16 23:25:59 UTC
After reading what feels like 300 posts I think most people want the same things.

1) Make smaller SOV profitable enough so larger alliances can support their empire without the need to hold vast regions of space.
2) logistics require a limitation, I suggest disallow remote assistance and vastly increase ehp on T2 logi to make them viable.
3) Moon goo should be minable and widely available like normal ores instead of time based POS nonsense.
4) Restrict the amount of SOV per alliance with a means to prevent coalition.

EVE is no fun when it takes at least week to find a decent PvP engagement. It has gotten progressively worse year by year to have a bit of fun in null and sometimes feels like a full time job to keep things ticking over.

Restrict an alliance to a region and make every null sec alliance outside that region red with no ability to change it. The only way an alliance could make a BLUE if it resided within the same region. Personal standings are automatically overwritten by corp/alliance standings. I find the possibility of 3-4 auto reds meeting on a roam chaotically appealing in a free for all shoot out. All hi-sec alliences are automatically RED to all null sec alliances and yellow to low sec alliances. Make it rewarding in terms of LP depending on PvP regional enemy. If being paid rent makes you hard you can always higher out cap fleets to help people take space as its got to be more fun than picking up moon goo once a week.

Tired of hearing the same old "cant do that" "cant do this" shyte while a great game slowly turns into the same 50 guys with 200 alts each. Its a game plain and simple and games are supposed to be fun not feel like a full time job.
Ilyana Nehla
Caldari Supply and Armament Inc.
#376 - 2014-09-17 05:41:02 UTC
Dread Scar wrote:
After reading what feels like 300 posts I think most people want the same things.

1) Make smaller SOV profitable enough so larger alliances can support their empire without the need to hold vast regions of space.
2) logistics require a limitation, I suggest disallow remote assistance and vastly increase ehp on T2 logi to make them viable.
3) Moon goo should be minable and widely available like normal ores instead of time based POS nonsense.
4) Restrict the amount of SOV per alliance with a means to prevent coalition.


1.) Alliances like the big entities do not need that much space as they do have currently - they just "want" it for the giggles and renting. Have you ever been in outer-nullsec? Its empty 99% if the time. Its not even used, its just taken "because they can".

2. )T2 logi with no remote assistance? This doesnt make sense. I would however like to see a 1 remote repair limit on any ship.

3.) I like the POS-Thingy. Minable by everyone would make the goo's prices inflated. I'd however like to see a 6 weeks change in abundance in ANY(!) moon. So you will need to scan down them more often, just like with hotspots on PI.

4.) So then you have a coalition-coalition. People flock to whatever is the easiest.

"baltec1" wrote:
We can take an entire Region in one night using a single suicide dread per system with this idea.

This does however apply to any alliance in game. As the state of today only big blocs can afford such massive fleets needed to do so today. A single dread is taken down with relative easy and with my suggestion to remove Jumpbridges usable in systems not claimed by the OWN(!) alliance a single dread WILL die and will not get support that easily as it is today with JB etc.

"Adrie Atticus" wrote:
So 10 dreads can destroy and plant their own TCU in less time than siege module cycles once, that's just stupid.

Thats the best I came up with. Sorry. Feel free to suggest your own system to make small sov and small skirmishes enjoyable and rewarding for smaller alliances. Don't get me wrong but all about making sov easier to defend etc. is surely something helping small alliances but if you see the macroimage of your solution this system will boost big blocs by a large magnitude.


"Frostys Virpio" wrote:
You do realize any "quick" land grab mechanic can also be used by large entity to grab back their land you stole or someone else's land. It also does not solve anything as it would still be a "flag" game.


I do know, and that is intentional. With no JumpBridge to the system these dreads have(!) to use gates giving the defender a small advantage in traveltme.
I'd rather see fast switching if possession of a sector than the current system with a few large blocs owning and renting all 0.0.
baltec1
Bat Country
Pandemic Horde
#377 - 2014-09-17 08:26:31 UTC
Ilyana Nehla wrote:


"baltec1" wrote:
We can take an entire Region in one night using a single suicide dread per system with this idea.

This does however apply to any alliance in game. As the state of today only big blocs can afford such massive fleets needed to do so today. A single dread is taken down with relative easy and with my suggestion to remove Jumpbridges usable in systems not claimed by the OWN(!) alliance a single dread WILL die and will not get support that easily as it is today with JB etc.



I don't think you grasp the whole suicide dread concept. We don't expect it to survive.
Adrie Atticus
Caldari Provisions
Caldari State
#378 - 2014-09-17 10:01:49 UTC
Ilyana Nehla wrote:


1.) Alliances like the big entities do not need that much space as they do have currently - they just "want" it for the giggles and renting. Have you ever been in outer-nullsec? Its empty 99% if the time. Its not even used, its just taken "because they can".

2. )T2 logi with no remote assistance? This doesnt make sense. I would however like to see a 1 remote repair limit on any ship.

3.) I like the POS-Thingy. Minable by everyone would make the goo's prices inflated. I'd however like to see a 6 weeks change in abundance in ANY(!) moon. So you will need to scan down them more often, just like with hotspots on PI.

4.) So then you have a coalition-coalition. People flock to whatever is the easiest.

This does however apply to any alliance in game. As the state of today only big blocs can afford such massive fleets needed to do so today. A single dread is taken down with relative easy and with my suggestion to remove Jumpbridges usable in systems not claimed by the OWN(!) alliance a single dread WILL die and will not get support that easily as it is today with JB etc.

Thats the best I came up with. Sorry. Feel free to suggest your own system to make small sov and small skirmishes enjoyable and rewarding for smaller alliances. Don't get me wrong but all about making sov easier to defend etc. is surely something helping small alliances but if you see the macroimage of your solution this system will boost big blocs by a large magnitude.

I do know, and that is intentional. With no JumpBridge to the system these dreads have(!) to use gates giving the defender a small advantage in traveltme.
I'd rather see fast switching if possession of a sector than the current system with a few large blocs owning and renting all 0.0.


1) There's not "giggles and renting" 70% of nullsec is horribly unusable space with almost nothing going for it. Hell, any system below -0.6 is not worth upgrading for ratting purposes. There's a reason why NPC null agents are used; they're worth more than trying to capture bad truesec systems.

2) Logi is in a weird spot and this thread will get even more "remove logi" posts, there's no real fix to it outside of drastic reworking. Logistics is a binary system at the moment and if it's good, it's going to be used. If it's not good, it won't be used, there is no achievable middle road.

3) Moongoo should be changed, agree on that. Maybe put the cycle at 8-12 week depletion instead of a hard cycle.

4) The original point was so stupid that wasting time on coming up with a counter-point is wasting valuable air.

Then the meat of the post: Why does a 10-man alliance need space? Because it's cool to own it? Because other small aliances will flock to your sov trying to take it? Because you want to own space? Because it's cool to own it?

Unless you have the backbone to keep your system, you cannot take one and expect not to be touched badly in it. Look at legion of xxdeathxx, they're not part of a bloc, yet they manage to keep their space. It is infested with NPC dwellers who have some sort of a pact not to shoot them, but in the end XIX could hold their sov relatively well when an equal-sized force was trying to take it in a semi-serious way. Granted, they did call in NC. reinforcements when things went sour but it's not like they have a permanent pact with any of the coalitions for defensive warfare. How big is XIX? 1600 members, almost the same size as MOA (who has been losing members because they can't do missions as the station is camped for a few days), yet one of them can take and hold sov, the other can't.

I wouldn't go and call 1600 man alliance small, but in eve, having the activity of 10% is huge and their effective force was around 280 pilots at any given time, they're well-sized for their space. Could 10 people take and hold sov? Yes, they could take it, but any normal roam in null could wipe them off the map. Simple fact is that 10 people is easy to get together for the sole purpose of urinating into your morning cereal, but getting 200+ people to do the same is hard. It's a good thing that there is some sort of minimum threshold for activity and pilot count to grab the space you will use and to be able to defend it.

TL;DR: 10 people holding sov will be overrun in 30 minutes by a lowsec roaming gang, stop asking for 1-man corps being able to hold space.
Kagura Nikon
Native Freshfood
Minmatar Republic
#379 - 2014-09-17 10:04:40 UTC
kidkoma wrote:
Kagura Nikon wrote:
baltec1 wrote:
Abbadon21 wrote:


Not to be rude, but PVP shouldn't be about who can drop the most supers.

Right now EVE is headed for toward a "Buy a Super Carrier and Join N3/PL/Goons or don' t even try" future. I've watched Sov PVP over the last 7 years and it has gotten worse every year.

I'm sure it's obvious my opinion of Supers, Huge Battles, and Mega Coalitions is a negative one. Most the people in the big Coalitions probably don't agree and want to see their type of PVP buffed with better servers, reduced TIDI, and easier F1 PVP.

IMO PVP in EVE is supposed to be an intersteller chess match, not simplified WoW.

Making Sov Mechanics Offensive will mean that Sov will shift every night and only the most active occupants will be able to hold systems.


My PL enemy friends point is that power projection cannot be nerfed, we will always be able to deploy. Fact is that supers today are like battleships were back in 2006. We both have vast fleets of them and they are not going to go away so we have to balance null with these ships in mind. There are far too many high sec NPC players in this thread with no experience of null sov and its mechanics trying to put forth at best ideas that won't work and at worst, ideas that would make the situation even worse.

Everyone who has been in null for years knows what the issues are and we are all fed up with the current situation. We are actively campaigning for massive nerfs to our powerblocks so that fresh, small alliances can get in on the action. More small powers in null means more targets for small gang roaming which means more fun for us. Right now 9/10 fights ends up being a blueball which is no fun for anyone.



But supers do have 1 huge difference. You can make a large fleet of capitals and subcapitals livign in NPC null or inlow sec. And prepare to try to take some 0.;0 tiny corner. Suypers You cannot pile up if you do not have already a friend in 0.0

Supers are indeed a large barrier for smaller groups be anywhere close to competitive.


If you got rid of the giant ehp's that structures have, supers become kind of irrelevant.



Just pointing that it must keep tied these 2 statements. We cannot treat each statement and proposal here as if all others woudl be accepted as well. Because you know that is now how things work. We must be clear to CCP that Supers and EHP issues of structures are tied side by side.

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

Kagura Nikon
Native Freshfood
Minmatar Republic
#380 - 2014-09-17 10:08:49 UTC
MrQuisno wrote:
I still believe the best path now is use or lose it. No one wants to see afking systems any more.

Should do away with alliances and let the corps claim sov. It already goes into their names....

Next bring back old area of effect dooms days....


sub caps vs. capitals is a fail....



Yes use or lose it but MUST be combined with a way to OCCUPY the system by force, even if it does not give you the full benefits of ownership.

But the forceful occupancy should require presence. For example.. you shoudl have sov if you have significant economical activity on a time period.

You can occupy, with just brute force and you can dock etc. But then we need to figure and invent a mechanicsm so that organically you keep it occupied only if you have military forces there.

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