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Pre-CSM Summit Nullsec and Sov Thread

First post First post
Author
Mr Omniblivion
Ministry of War
Amarr Empire
#921 - 2014-12-30 17:50:17 UTC
Fozzie, if you are still reading this thread, please fix Null Ore Anomalies.

I mentioned it in Eve Vegas and you blew it off, but it's still an issue :)

Localized mineral supply would benefit everyone- the producers in null, the roaming gankers looking for people to kill, etc.
ergherhdfgh
Imperial Academy
Amarr Empire
#922 - 2014-12-30 17:54:42 UTC
ShadowandLight wrote:
Groups arent fighting because the level of income they make in X or Y location is enough to sustain them AND its not worth the effort to go someplace else.

If you made resources dynamic, introduced randomness in depletion, had shifting bottlenecks etc etc etc

Groups would have a reason to move around the Universe.

For example, Tech is the most expensive moon product, it never depletes and its amount in T2 production never shifts. Hence why groups setup around Tech moons.


I'm guessing that you have never been the guy that has had to do logistics for your Alliance. Moving stuff around and setting up anywhere is a PITA in null sec it's a huge PITA. Compile that with the recent travel changes and the fact that jump freighters cost several Billion isk and you now have a recipe for bringing null sec to a grinding halt and causing T2 ships and mods to become extremely expensive.

Passive income from moon mining and the game mechanics that make it profitable to have huge blue buffers of unused space is the problem. You could maybe tie sec status to use so you get better ore and rats and bounties etc... from use to add a dynamic nature to things but randomness that causes people to uproot and move all the time is not good for the game imho.

Want to talk? Join Cara's channel in game: House Forelli

ergherhdfgh
Imperial Academy
Amarr Empire
#923 - 2014-12-30 17:58:00 UTC
HVAC Repairman wrote:
stuff

lol another HVAC service guy. I wonder how many of us there are in game?

Want to talk? Join Cara's channel in game: House Forelli

Mr Omniblivion
Ministry of War
Amarr Empire
#924 - 2014-12-30 18:11:56 UTC
Regarding why groups aren't fighting-

There is never "enough" income for any group. You always need to prepare for the unexpected (like losing half your titans), so there never is a point where we say "Ok, that's good right there, we can stop making more ISK".

The reason most groups are not currently engaging in full fledged war is that there is no appropriate incentive to do so. A Dyspro moon nets about 5 bil a month- which is the most profitable moon mineral in the game by far. Any engagement over a Dyspro moon is likely to cause multiple times the monthly income to both sides- just in one engagement.

Current war mechanics require significant effort from the leadership of all sides of an engagement. Whoever is running your war needs to be effectively available 23/7, and spends a hell of a lot of time managing people and doing actual work that does not involve having fun or "playing" eve. It is a very stressful job, running a full time war.

The current mechanics lead to ruining the desire of the opposing force to log in- something that our coalition has become specifically proficient at. The problem with this is that this strategy, while the most effective, leads to making people not want to log in and shoot things. This is generally a bad thing.

The new Sov mechanics needs to have some timer based features, but also needs some static objectives that are always there than can be attacked to do damage to the sov owners. Having static sites that form with sov- much like the faction warfare or incursion system - would enable attacking groups to do consistent damage to sov (or the cost of owning the system). This would drive conflict, forcing groups to engage in sizable fleets in order to do damage. If a fleet wants to blue ball and not form for a fight, the fleet that did form can grind "down" the slider of their friendly system or grind "up" the slider of a hostile system.

There still must be major timers, as those also drive conflicts. Having static objectives, however, enable any group to do actual damage to any other group- it might not be taking sov or destroying structures, but it could be making sov more expensive to maintain in those systems.
SFM Hobb3s
Perkone
Caldari State
#925 - 2014-12-30 18:12:08 UTC
Most of us want 'occupational sov', yet its difficult to find a way to pull this off that everyone can appreciate.
So lets keep most of todays mechanics in place but change it up a wee bit.

-an alliance drops down SBU's. They take a short time to online (say, an hour).
-after they online, the outpost/ihub are immediately ready to be attacked and set into the first reinforcement timer.
- the reinforcement timer can be up to 2 or more days like it is now.

Now here's where it gets different:
- after the 2 or so days, the outpost/ihub comes out of reinforce and can again be attacked.
- the attacking alliance has a week to plan and make its next attack. the outpost/ihub cannot be repped until after this time.
- the next attack can be made any day, no earlier than the time in which the reinforcement timer came out (ie every day at 2100 hours or whatever). This will account for timezone inhabitants.

why a week? Perhaps this is a bit long. Or too short even. But the point is, it makes it pointless for a blob to form to defend. The real defenders will be the folks that live there and can respond. The attacker has the freedom to make a meaningful attack and fight against the systems REAL inhabitants, not some blob of 1000 scrubs that formed 2 regions away. This could also set the stage for feigning attacks at other points of an enemies borders.

Having all this time, including the wait time for reinforcement timers, should also appeal to those who are afraid to give up timers lest their stuff gets trapped in a station. You will have LOTS of time to move.

On hotly contested systems you could literally have daily sieges with an attacking fleet trying to successfully reinforce the system to the next timer. The defenders must hold out for the entire reinforcement period.

Now, all this being said, a blob can still be formed to attack. So let's say this happens, what's next for the original inhabitants?

Well, if they are stronger than whoever moves into the system they just lost, they should be able to mount their own attack to take it back. They will then have all the same advantages the original attackers had.

This is pretty much a rough idea. Most of my other ideas where for a sov system that had no timers at all and would allow for systems to be ping-ponged on a daily basis, which, is not ideal for most.

Whatever CCP does, it needs to shake null to its very core. I'm expecting, and literally insisting that whatever CCP does had better cause untold level of chaos. They are really going to have to break null apart before it can be fixed. The sooner the better.
Gorgof Intake
Aliastra
Gallente Federation
#926 - 2014-12-30 18:25:20 UTC
Mr Omniblivion wrote:
Regarding why groups aren't fighting-

There is never "enough" income for any group. You always need to prepare for the unexpected (like losing half your titans), so there never is a point where we say "Ok, that's good right there, we can stop making more ISK".

The reason most groups are not currently engaging in full fledged war is that there is no appropriate incentive to do so. A Dyspro moon nets about 5 bil a month- which is the most profitable moon mineral in the game by far. Any engagement over a Dyspro moon is likely to cause multiple times the monthly income to both sides- just in one engagement.

Current war mechanics require significant effort from the leadership of all sides of an engagement. Whoever is running your war needs to be effectively available 23/7, and spends a hell of a lot of time managing people and doing actual work that does not involve having fun or "playing" eve. It is a very stressful job, running a full time war.

The current mechanics lead to ruining the desire of the opposing force to log in- something that our coalition has become specifically proficient at. The problem with this is that this strategy, while the most effective, leads to making people not want to log in and shoot things. This is generally a bad thing.

The new Sov mechanics needs to have some timer based features, but also needs some static objectives that are always there than can be attacked to do damage to the sov owners. Having static sites that form with sov- much like the faction warfare or incursion system - would enable attacking groups to do consistent damage to sov (or the cost of owning the system). This would drive conflict, forcing groups to engage in sizable fleets in order to do damage. If a fleet wants to blue ball and not form for a fight, the fleet that did form can grind "down" the slider of their friendly system or grind "up" the slider of a hostile system.

There still must be major timers, as those also drive conflicts. Having static objectives, however, enable any group to do actual damage to any other group- it might not be taking sov or destroying structures, but it could be making sov more expensive to maintain in those systems.


I completely agree, the necessity to form ever larger fleets has pushed content creation further and further up the chain of command. When there is only 1-2 content nodes to fight over, best practice is to bring as many people as possible and pile them onto the grid.

My proposal in my sig addresses this issue to a large extent by doing away with timers to a large extent and filling the 'grind' with multiple smaller objectives that do not require the level of co-ordination or authority that current sov mechanics do. In essence, you provide an objective that line members of coalitions can chip away at in between the larger ops. It allows people to have a tangible effect on sov without needing to sit on the assend of a titan for 3hrs or be part of the social elite.

Nikk Narrel
Moonlit Bonsai
#927 - 2014-12-31 14:11:14 UTC
One famous expression, is this:
If you can't beat them, join them.

All things being equal, a larger group will always win against a smaller one.
Sure, it is easy to point out that all things are not equal, some players have more talents, better skills, or simply better ships.
But the simple fact is, a larger group has more chances to have the balance of players they need to overcome a smaller group.

So what happens? Players are not stupid, so they join larger groups.
There is NO reason why they should not.

And THAT is the problem.
There should be a reason, not to join a larger group.
We are missing an important balancing aspect, which is resulting in the emergence of groups that are simply too big to lose.

We have kill logs for every ship loss, so noone needs to trust their alliance mates, the game makes a record of every action so we can have perfect accountability on demand.
Nothing promotes growth of group size more than this.

What does this mean?
With perfect automated accountability, we don't actually form the social bonds of trust beyond a superficial level. Except for an alliance or corp name, we often don't know many of the other players we fight beside.
We don't have great leaders, we have accountants who balance the books, so everyone is treated fairly.

This artificial capacity for trust, is what makes the big alliances possible.
And that, sadly, is what makes smaller groups DOA in an encounter against them, predictably often enough.

If you want smaller groups to rise, restore the natural human limitations present in other areas of life.
Destroy the automated capacity for trust.
Without that, the big alliances cannot remain stable, and will implode.
Haywoud Jablomi
Vay Mining Corporation
#928 - 2014-12-31 14:39:38 UTC
Is it wrong to think this is just another smoke and mirrors thread ab out changes that yet again wont matter or only cater to the large renter alliances that have CSMs that can voice their opinion.

Never felt the CSM's actually represented the player base of this game.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? Yes; there are no systems or locations in New Eden where PvP should be completely avoided" "However if you train cloak, you can avoid it all you want." (Modified)

Nikk Narrel
Moonlit Bonsai
#929 - 2014-12-31 15:05:38 UTC
Destabilize the large alliances.

Make trust a meta-game element, not an automated function based off of easily verifiable kill mails or other activity logs.

Perfect accountability is the backbone of these large alliances. Without this they cannot remain stable.
Abyss Azizora
Viziam
Amarr Empire
#930 - 2014-12-31 15:41:14 UTC
MASSADEATH wrote:
Being one of the small null sec alliances that fights the CFC and goons daily here is my take.

Even though we have 1300 in alliance and in the range of 60+ capitals we can never field them or we will be crushed. The speed at which the enemy can bridge ships in our area makes most of our capital usage rare and ninja in fashion. (in fact that goes for subcapitals as well)

The JB network allows the enemy to bridge ahead of us even using ceptors, it has basically made gate travel non existant in vast portions of null.

The defensive SBU ability is silly.


and the vast HP to take out structures and multi tiered timers actually makes it every hard for smaller groups to try and disrupt and hurt the enemy. Since they can travel vast distances with their capital forces to defend for timers.

so fast and quick attacks cannot be done. Even though most of the time there is no one around in most of the enemy space, the quick time to build a blob and move it is a huge restriction for small attacking forces.


Most of their vast area lies undefended 99% of the time, however timers allow these much larger numerical forces to bring blobs to bear, compound that with instant travel times for capital and subcapital forces, and it makes it almost impossable for smaller entities to take ground.


The enemy like in any war should have to choose where to place defensive fleets....and by that choice leave areas weak for attack.

Thats not the case now... they are equally positioned to defend everywhere.

I dont think "the alpha" wrecking ball ect is the issue.... the issue is the wrecking ball can be anywhere and everywhere instantly. Especially since they know when and where the timers will be.




Listen to this man right here. This is why I won't go back to nullsec.
ergherhdfgh
Imperial Academy
Amarr Empire
#931 - 2014-12-31 17:16:27 UTC
Abyss Azizora wrote:
MASSADEATH wrote:
Being one of the small null sec alliances that fights the CFC and goons daily here is my take.

Even though we have 1300 in alliance and in the range of 60+ capitals we can never field them or we will be crushed. The speed at which the enemy can bridge ships in our area makes most of our capital usage rare and ninja in fashion. (in fact that goes for subcapitals as well)

The JB network allows the enemy to bridge ahead of us even using ceptors, it has basically made gate travel non existant in vast portions of null.

The defensive SBU ability is silly.


and the vast HP to take out structures and multi tiered timers actually makes it every hard for smaller groups to try and disrupt and hurt the enemy. Since they can travel vast distances with their capital forces to defend for timers.

so fast and quick attacks cannot be done. Even though most of the time there is no one around in most of the enemy space, the quick time to build a blob and move it is a huge restriction for small attacking forces.


Most of their vast area lies undefended 99% of the time, however timers allow these much larger numerical forces to bring blobs to bear, compound that with instant travel times for capital and subcapital forces, and it makes it almost impossable for smaller entities to take ground.


The enemy like in any war should have to choose where to place defensive fleets....and by that choice leave areas weak for attack.

Thats not the case now... they are equally positioned to defend everywhere.

I dont think "the alpha" wrecking ball ect is the issue.... the issue is the wrecking ball can be anywhere and everywhere instantly. Especially since they know when and where the timers will be.




Listen to this man right here. This is why I won't go back to nullsec.


What if instead of trying to change the mechanics around to force a specific type of game play or group size or fighting mechanic we just remove the incentive to own large areas of unused space? I mean we could discuss a million different ways to do this but just conceptually make it so that space needs to get used and not necessarily just by the sov holders.

Want to talk? Join Cara's channel in game: House Forelli

Nikk Narrel
Moonlit Bonsai
#932 - 2014-12-31 17:37:56 UTC
ergherhdfgh wrote:
Abyss Azizora wrote:
MASSADEATH wrote:
Being one of the small null sec alliances that fights the CFC and goons daily here is my take.

....
I dont think "the alpha" wrecking ball ect is the issue.... the issue is the wrecking ball can be anywhere and everywhere instantly. Especially since they know when and where the timers will be.




Listen to this man right here. This is why I won't go back to nullsec.


What if instead of trying to change the mechanics around to force a specific type of game play or group size or fighting mechanic we just remove the incentive to own large areas of unused space? I mean we could discuss a million different ways to do this but just conceptually make it so that space needs to get used and not necessarily just by the sov holders.


I have the distinct impression, that the basic design of this game did not anticipate the impact that super large groups would have on it.
I believe that the ability of a group to conquer and hold space was made scalable on purpose, never expecting that groups would go above a certain size.
CCP effectively confessed to this type of misconception when they pointed out how Titans were not expected to be this numerous, either.

That scalability has effectively created a stagnation effect.
The super group's sov holdings do not tend to have any conflict within themselves.
Why would they?
The problem centers around the sheer size of these now conflict stable areas they hold. Not much PvP content to be had when every system within reasonable travel distance are all flying the same flag.

So, ask yourself, is the problem really a scalable system that works for small groups, but obviously better for larger ones?

Or is it the fact that these large, stable groups, exist in the game...?
Catherine Laartii
Doomheim
#933 - 2014-12-31 20:49:16 UTC
Please make this thread a sticky; it deserves it since it's an ongoing game balance discussion and directly relevant to how things will be changing in the future.
kurtFury
Organized Crayon Killers
#934 - 2015-03-06 01:51:09 UTC  |  Edited by: kurtFury
Well there goes another couple thousands players ..... i suppose thats one way to open up space. i could think of many more cost efficient ways to destroy my clientele, but hey its your money lose it anyway you like.

PlayerBase.Delete();