These forums have been archived and are now read-only.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

[Phoebe] HP/Resists Tweaks for Sov Structures and Station Services

First post First post
Author
Darksen Belisarius
War Tactical Groups
DarkSide.
#81 - 2014-10-10 13:03:31 UTC
You should think about timers as well
This is nightmare for eu/us/au/ru/ Timezones
2 timers for 1 system is terrible, but if it will be 1 timer for system OR 2 timers for constelation that would be AWESOME

apologies for my pathetic english knowledge
Anthar Thebess
#82 - 2014-10-10 13:09:53 UTC
To many timers is also bad thing.
If you have enough to reset final timer, you can keep smaller groups in a up to week endless reffing , as you just come in full force at the final timer and make the reset.

This way we are getting to a point where "bring more" come to play.
Make each timer less and less unpredictable for both sides.
oohthey ioh
Doomheim
#83 - 2014-10-10 13:56:25 UTC
Basil Vulpine wrote:
If you want to prepare people for being actively rewarded for doing things encourage them to defend sooner rather than later.

Give sov structures an inverse adapative armor hardener. High resists when a fleet first starts shooting but over time the resists go down a bit.

So start offIn terms of numbers, start an IHub off at 80% omni resist. For every 15 mins spent shooting it the resists that are being hit drop by 5% with a floor value of 60% resists after 1 hour. If the structure isn't shot for 15 mins then it regains full resists.

I do like the reduction in repair drudgery. EHP is EHP, it can be chewed through in bombers if need be and caps / supers can do it a lot faster. Bandaid solution for now.

love it
Anthar Thebess
#84 - 2014-10-10 14:01:25 UTC
oohthey ioh wrote:
Basil Vulpine wrote:
If you want to prepare people for being actively rewarded for doing things encourage them to defend sooner rather than later.

Give sov structures an inverse adapative armor hardener. High resists when a fleet first starts shooting but over time the resists go down a bit.

So start offIn terms of numbers, start an IHub off at 80% omni resist. For every 15 mins spent shooting it the resists that are being hit drop by 5% with a floor value of 60% resists after 1 hour. If the structure isn't shot for 15 mins then it regains full resists.

I do like the reduction in repair drudgery. EHP is EHP, it can be chewed through in bombers if need be and caps / supers can do it a lot faster. Bandaid solution for now.

love it


Hate it.
IT assumes that you will be shooting 1 ihub for few hours.
Unless you count placing a noobship alt few hours before actual fleet to get 0 resists.

Ofcourse then no notifications is mandatory.
Trin Javidan
Caymen Labs
#85 - 2014-10-10 18:43:42 UTC
The next problem is going to be the easy damage projection.... A fleet of 250 nyx is going to zip timers sooo quick, just saying
Querns
Science and Trade Institute
Caldari State
#86 - 2014-10-10 19:11:10 UTC
Trin Javidan wrote:
The next problem is going to be the easy damage projection.... A fleet of 250 nyx is going to zip timers sooo quick, just saying

They already do that now.

This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.

Marlona Sky
State War Academy
Caldari State
#87 - 2014-10-10 19:44:58 UTC
Sigras wrote:
Marlona Sky wrote:
Anthar Thebess wrote:
Marlona Sky wrote:
This change would be even better if you removed structure notification mails. Regardless of what others will reply to this suggest, I really would like a CCP reply on the topic and everyone would be highly interested in what you have to say about them.

Please don't disappoint us.

This is good idea, currently there is to much out of game apps managing this.

They also could come distributed.

For example , lets create deployable.
"Communications Scrambler"
- 4h lifetime
- unable to scope
- around 20mil in materials
- you can drop more than 1 ( just to give possibility of keeping communications scrambled)

This structure can be deployed in system, only on Sun ( warp to 0)
If this structure is active in the system.
No emails about :
- new towers
- any attack
- sbu

is sent.
If this structure dies and there is not any new in the system - warning emails will be generated.
This will put very nice "meta" into the game.

I think that is really unnecessary. The removal of structure notifications will do just fine. No need to add some arbitrary hoop to jump through. Besides, if you have an object that can be at only one place in the system; all a defender has to do is just check the sun instead actually check on the assets at risk which could easily be more than just one per system.

Again, no structure notifications will work just fine.*

*I have no problem with the low on fuel POS notification.

reinforcement timers are shown system wide anyway... you would only need to enter system to see them.

That said, the more I think about this idea the more I like it... I would exempt POSs from this change, they dont have anything to do with sov, and they're used in low sec. There are plenty of towers being managed in low sec but the owners dont necessarily want to live there.

Sov is a different story though. If you cant be asked to check on your systems once a day then you arent really using them and shouldnt have them.

There is no system wide visual for POS timers.
MeBiatch
GRR GOONS
#88 - 2014-10-10 19:58:29 UTC
Trin Javidan wrote:
The next problem is going to be the easy damage projection.... A fleet of 250 nyx is going to zip timers sooo quick, just saying


what if they added some sort of bubble or a mechanic that made it so fighters and fighter bombers cant do any damage to them?

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

Ugh ti-di pooping makes me sad.

Kira Hizu
Rotten Kimchi Squadron
#89 - 2014-10-10 20:00:29 UTC
Moving your a large fleet will be useless time they can get their to save any or all of it's space. Do to fact with cool down timers and it will add up. Star-gate fights will be the new thing for now like good old days. Problem i for see is if to much space gets SBU any owner will have to pick what to save and not. Even a small gang can do alot of damage now which is crazy...
Diamond Starr
University of Caille
Gallente Federation
#90 - 2014-10-10 20:02:09 UTC
Can you add an off-lining timer to SBU's to prevent their defensive use... please Big smile
MrQuisno
Doomheim
#91 - 2014-10-10 20:05:39 UTC  |  Edited by: MrQuisno
One cool thing I for see is bigger alliances stocking up carriers and dreads in stations why jump them? When all you have to do is fly to the stations with interceptors and undock with corp insure ships. Shocked It's a work around from jumping them all over... Pirate
Rowells
Pator Tech School
Minmatar Republic
#92 - 2014-10-10 20:07:48 UTC
MrQuisno wrote:
One cool thing I for see is bigger alliances stocking up carriers and dreads in stations why jump them? When all you have to do is fly to the stations with interceptors and undock with corp insure ships. Shocked It's a work around from jumping them all over... Pirate

--------->Long Distance Travel Changes
MrQuisno
Doomheim
#93 - 2014-10-10 20:20:49 UTC  |  Edited by: MrQuisno
Rowells wrote:
MrQuisno wrote:
One cool thing I for see is bigger alliances stocking up carriers and dreads in stations why jump them? When all you have to do is fly to the stations with interceptors and undock with corp insure ships. Shocked It's a work around from jumping them all over... Pirate

--------->Long Distance Travel Changes


English must not be your first lang... picture it out for you sir.


You fly to the station with your interceptor... cover 50 jumps in few mins...

Next alliance can easy hand out carriers stock pilled up all over 20 stations easy since you can corp ensure them.

Station A (100) carriors and (50) Dreads.

the distance between them is 50 or so light years.

Station B (250) carriors and (100) Dreads.


NO PROBLEM FLY INTERLOPERS TO THEM! maybe better then death cloning haha...

Problem can be fix with gear from HIC to stop them in their tracks by gate campers PiratePirate
Rowells
Pator Tech School
Minmatar Republic
#94 - 2014-10-11 05:54:02 UTC  |  Edited by: Rowells
MrQuisno wrote:
Rowells wrote:
MrQuisno wrote:
One cool thing I for see is bigger alliances stocking up carriers and dreads in stations why jump them? When all you have to do is fly to the stations with interceptors and undock with corp insure ships. Shocked It's a work around from jumping them all over... Pirate

--------->Long Distance Travel Changes


English must not be your first lang... picture it out for you sir.


You fly to the station with your interceptor... cover 50 jumps in few mins...

Next alliance can easy hand out carriers stock pilled up all over 20 stations easy since you can corp ensure them.

Station A (100) carriors and (50) Dreads.

the distance between them is 50 or so light years.

Station B (250) carriors and (100) Dreads.


NO PROBLEM FLY INTERLOPERS TO THEM! maybe better then death cloning haha...

Problem can be fix with gear from HIC to stop them in their tracks by gate campers PiratePirate

what does this have to do with HP of sov structures? You havent even mentioned them or the affect of them at all. And even if you did, your argument would not be that the HP changes are bad but the distance changes.

Are you sure your in the right thread?

I believe this is the thread your looking for --------->Long Distance Travel Changes
Arronicus
State War Academy
Caldari State
#95 - 2014-10-12 01:29:20 UTC
Excellent changes CCP! This will go a long way to enabling smaller alliances to get back into sov warfare without massive hp targets being quite such an intensive target. I also like the shift from hitpoints to resists, because repairing structures back up will be less intensive. IF the sov warfare game is going to continue to be around these large structures, it seems only reasonable that smaller groups should be able to conquer or repair them without super fleets.

By the way, what kind of numbers were used to determine these new values? 10 dreadnaughts @ 8k dps each for X period of time?
Bailian Moxtain
Sniggerdly
Pandemic Legion
#96 - 2014-10-13 23:23:02 UTC
Now add npc-space to all 0,0 regions and youre doing something right
Anthar Thebess
#97 - 2014-10-14 06:24:42 UTC  |  Edited by: Anthar Thebess
Bailian Moxtain wrote:
Now add npc-space to all 0,0 regions and youre doing something right

No, as this means that big blobs , and local people will have place where can store safely all their assets, and no one can evict them.

You want NPC space connections - i suggested new gate connections using "S" gates.
Those gates can only be used by cruiser and non capital industrial ships.

What is the difference?
1.You are not able to move ihubs/upgrades.
2.Large quantity of goods in freighters/jump freighters
3. Supers/Capitals/BS/BC are blocked from using this , so important fleet types are blocked.

Yet:
- player level / small corp supply lines are possible
- new player movement also is simplified
- roaming will also provide more fun
- you have 1 more place to camp or guard.

Best example from my own yard.
http://evemaps.dotlan.net/map/Paragon_Soul/D9DM-O

Excellent pocket now - far from every thing, you can .... rat Roll, after the changes this pocket will be to far from every thing so you will be able to ... rat there.
No logistics possible without holding space before this part of PS, after changes No one will be able to live in PS and not hold the Esoteria.
You could say thats ok , but on the other hand, if you create "S" gate connection to Stain you will get pocket that is far enough from Esoteria for someone to not care taking space there, while at the same time this "S" gate will allow small alliance to take space there and have the possibility to live there without being depended on people living in esoteria.

This small change will put at the same time Paragon Soul to life, as now (after living in this part of space for few years ) this region was always to quiet and to boring with the exception of occasional sov grind.

Now is the best time for changes , and CCP should do something to get this kind of regions/constellations back to life.
Without throwing every thing out of balance - if "S" size gates will be possible.

Creating "S" gate connec
Sizeof Void
Ninja Suicide Squadron
#98 - 2014-10-14 21:39:52 UTC
Good direction. How about applying similar changes to POS and POCO stats, too?

Or perhaps a penalty to the POS/POCO stats in high-sec? High-sec structure bashing is even more tedious, since we cannot deploy the proper tools (ie. dreads) in high-sec. People should always have to actively defend these things, even - or especially - in high-sec.
SFM Hobb3s
Perkone
Caldari State
#99 - 2014-10-14 21:56:18 UTC
For some Extra Evilness, game mechanics should be changed so that the presence of ANY SBU in a system renders that system vulnerable, regardless of who pooped it.
Draahk Chimera
Supervillains
#100 - 2014-10-15 14:21:18 UTC
When the station services was first moved out of stations to be seperatly be targetable and incapacitated it was stated by CCP that this was "to give small roaming gangs something to shoot should the occupants decide not to defend themselves". Then the change was brought in and lo and behold the structures had so much EHP that the "small roaming gang" had to be in titans to pull it off. The change was a complete failure from the original intention. Then CCP leaves it alone for 7-8 years and when it is finally revisited it is made worse! Now it will still take hours for a 10-man cruiser gang to incap the station services but it is made easier for the nullbears to rep them afterwards?

I suggest you start the process of giving smaller gangs something to do (that you have been talking about for 8-9 years) by giving station services something like 100k ehp and a reinforcement timer of say 3 hours. Not to make it destrucable as such but so that the nullbears know that unless they undock and fight they will have no reprocessing for the forseeable future.

404 - Image not found