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Player Features and Ideas Discussion

 
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Corp and War Dec improvements

Author
Jdsaf
The Nocturnal Syndicate
#1 - 2014-12-15 16:20:21 UTC
The aim of these proposals is to make wars worth fighting for the defender, and increase the amount and availability of content in High-Sec.

1. Have player corps acquire skill points over time at a very slow rate in a narrow focus. Examples would be increase to mining yeild or increase in ME/TE. I think anything combat related would introduce balance issues though it would be awesome.
2. Corp SP stops increasing when at war, but is added proportional to ISK/Ships killed with diminishing returns to a maximum level of 2*peacetime rate.
3. Let players in NPC Corps join wars as individual mercenaries using a variant of the faction war militia system, with merc kills counting for half the value of a corp member for SP gain. In the corp window transfer ISK into a “merc division” and set the payout scale as a % of ISK Killed and make this visible to mercs so they know they will get paid/is worth their time.

Thoughts?
Daichi Yamato
Jabbersnarks and Wonderglass
#2 - 2014-12-15 18:22:45 UTC
1. i can leave my corp when war decced and come back to it when the wars over...this does not give me incentive to stay or fight. Just not roll my corp.

2. I believe this is the wrong way to go about it. Attackers do not attack unless they are sure the defenders will lose. So the only way to make a reward per kill incentive worthwhile is to make it worth more than the inevitable ship losses the defenders will incur. And if you do that, you essentially make it profitable to lose a wardec. So everyone will war dec eachother and deliberately lose hundreds of defending ships.

just no to defenders earning isk (or anything) for kills/losses outside of normal bounty system.

3. So NPC players can join wars, but they cant be decced back afterwards?

absolutely not.




my thoughts:

- Cool down between corp hopping to prevent well...corp hopping.
- an Objective (capture mechanic and/or structure bash) that defenders can complete to end a dec early. This takes away attackers sole initiative, gives mercs something to focus on.
- Mercs on defending side get paid upon completion of objective (less scams).
- corps can join both sides of wars

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Caldari 5
D.I.L.L.I.G.A.F. S.A.S
Affirmative.
#3 - 2014-12-15 18:32:06 UTC  |  Edited by: Caldari 5
The biggest reason that most Highsec wardecs are not "defended" is because often it is a PvP Corp wardecing an Industrial Corp, and frankly the industrial corp being completely out of their comfort zone as to what is happening what to do, so they just turtle up(dock up/pull down structures that could be destroyed and wait it out), industrialists normally have a higher patience than the PvPers :)

Frankly there is no good reason to undock and fight because nothing is really at risk.
FT Diomedes
The Graduates
#4 - 2014-12-15 18:35:47 UTC
I can think of three ways to game your proposed system in the first thirty seconds. Not supported.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Aqriue
Center for Advanced Studies
Gallente Federation
#5 - 2014-12-15 20:29:58 UTC
1. Remove station services that provide benefits for industry, refinement of minerals can stay.
2. POS holds all requirements for building items, deccer can start the battle but the defender sets the rules such as time it starts (cause we all know the attacker would set it for their time zone anyway but the defender doesn't really have anything else to do but stay in their system). POS also cannot be taken down once the attacker initiates, but the defender allows the war to start.
3. CCP creates tier 3 battle ships (Hyperion or Rohk for example, since it doesn't have a T2 version) which fit a couple of non-bonused XL capital guns (also has role bonus of Titans, can't really hit smaller targets) with no siege cycle (only bonus is tracking, as simply moving kills its ability to hit a target). Second suggestion is cruiser bombers with no cloak that fire citadel torpedo (hit and run tactics, also viable against lowsec caps now using gates when they are caught). Won't see these used in ganks in highsec, would cost way to much, but viable for ganks in lowsec against a convoy.
4. ???
5 Fixed. No more pointless deccing one man corps, they either dissolve or create a defensive fleet to defended the corp. Also, CCP does something about dickstars and stacking resist rules or make AFK EM damage next to useless. Hey, if everyone wants ISOboxer fleets gone, then the enemy needs to actually sit on their butt and stare at the screen for hours of wrist slitting boredom in sub caps reloading non energy turrets or train for bigger ships (the suggested ships fitting capital weapons on battleship or cruiser hulls) while the defender has limited chances to constantly jam or damp them (think of a short timer between each successful hit, like jump fatigue before the next jam or damp works again)
Donnachadh
United Allegiance of Undesirables
#6 - 2014-12-16 00:26:28 UTC
Another in the never ending story of "how to make a war decced corp fight" type of topics.

It will never happen.

Most important here is that you cannot make people fight. There is nothing you can do, no incentives you can offer, no penalties that could be enforced that will EVER make people fight if they do not want to. If CCP even tries to make people fight when they do not want to they risk losing large percentage of their player base and I just do not see CCP risking it.

After all the BS that has been posted stating what people believe to be valid reasons for a high sec war dec it really all comes down to this. A high sec WD is nothing more than buying a license to shoot and kill players without Concord intervention. Granted in a few extremely rare cases there may be some real reason for a WD like taking out a POS or trying to disrupt the flow of materials / goods of a competitor but for the vast majority it is simply a license to kill those stupid enough to be caught.
Black Pedro
Mine.
#7 - 2014-12-16 11:42:13 UTC
Donnachadh wrote:

Most important here is that you cannot make people fight. There is nothing you can do, no incentives you can offer, no penalties that could be enforced that will EVER make people fight if they do not want to. If CCP even tries to make people fight when they do not want to they risk losing large percentage of their player base and I just do not see CCP risking it.

You can't make people fight, but you can make it in their interests to fight. For example, corp-owned deployables (like POCOs) that provide a significant bonus to mining, industry or missioning, that are expensive to build, but have to be defended if the corp wants to maintain the bonus. This would make it in the financial interest of a corporation who built them to defend them or lose their investment and the bonus it gives.

As to these suggestions:

1) is fine as it gives some "value" to a corporation although perhaps it would be better tied to the combined efforts of a corp rather than just a passive accumulation of points. It would also have to be tied to some penalty/limit for "corp-hopping" to prevent players from just dodging the dec, to an alt corp or the like.

2) can be gamed and isn't a good idea. As I said making players want to defend their valuable in-space assets is a better motivation than free corp skill points.

3) isn't really fair. If players want to support wardecced corps they should just form their own merc corp and use the existing mechanism.

Daichi Yamato
Jabbersnarks and Wonderglass
#8 - 2014-12-16 12:48:21 UTC
Black Pedro wrote:

You can't make people fight, but you can make it in their interests to fight. For example, corp-owned deployables (like POCOs) that provide a significant bonus to mining, industry or missioning, that are expensive to build, but have to be defended if the corp wants to maintain the bonus. This would make it in the financial interest of a corporation who built them to defend them or lose their investment and the bonus it gives.



This only provides incentive for the defenders to fight. The attackers on the other hand get a guaranteed week to play guerrilla warfare, docking up when defenders are online and ready to fight, but then undocking and hunting soft targets when the defenders get bored and log off.

This is why a one man corp can comfortably war dec alliances of hundreds, because the attacker can choose when and how fights happen, and the defenders are left holding their dicks in their hands for a week wondering if something will happen.

Having a structure requirement for the attackers that enables a war dec, and cancels the war dec prematurely when destroyed, would mean attackers dont always fight on their terms, especially when mercs are involved.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs