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Changes to SOV , Power Projection & Nullsec Stagnation

First post First post First post
Author
Christopher Mabata
Northern Accounts and Systems
#1721 - 2014-10-09 11:36:04 UTC
Allison Sky wrote:
After taking a serious look at any reason for me to keep playing this game after the proposed changes, I have canceled all my accounts. I hate jumping stargates and I do not have time IRL to wait to move my characters around. -1 Bitter Vet (no you can't have my stuff)


buh bye
oh and can i have your stuff now? Or should i wait before asking?

♣ Small Gang PVP, Large Fleet PVP, Black Ops, Incursions, Trade, and Industry ♣ 70% Lethal / 30% Super-Snuggly / 110% No idea what im doing ♣

This Message Brought to you by a sweet and sour bittervet

Ceawlin Cobon-Han
Garoun Investment Bank
Gallente Federation
#1722 - 2014-10-12 20:50:36 UTC
Allison Sky wrote:
After taking a serious look at any reason for me to keep playing this game after the proposed changes, I have canceled all my accounts. I hate jumping stargates and I do not have time IRL to wait to move my characters around. -1 Bitter Vet (no you can't have my stuff)

One less no-lifer to worry about.

Next!
Ceawlin Cobon-Han
Garoun Investment Bank
Gallente Federation
#1723 - 2014-10-12 20:59:57 UTC
Removing the current jump drives entirely would have had the same effect, without all this fatigue stuff. Instead give all ships the ability to jump to the next solar system. Wouldn't even need stargates which would remove those irritating gate camps. It takes about 1 minute per systen when traversing space, so have some cooldown on the drive before the next jump is possible; 30 seconds sounds about right. The amount of fuel needed based on the mass of the ship, with frigates not needing any jump fuel at all.

As an idea it's no dafter than this new implementation.
Alavaria Fera
GoonWaffe
#1724 - 2014-10-13 07:04:16 UTC  |  Edited by: Alavaria Fera
Christopher Mabata wrote:
Allison Sky wrote:
(no you can't have my stuff)

oh and can i have your stuff now? Or should i wait before asking?

I think that, like many threads in this forum, a breakdown in effective communication has occurred here.

Once again, F&I forums stagnation wins out.
Ceawlin Cobon-Han wrote:
Removing the current jump drives entirely would have had the same effect, without all this fatigue stuff. Instead give all ships the ability to jump to the next solar system. Wouldn't even need stargates which would remove those irritating gate camps.

But the point was "content" gate camps.

And of course you want the carriers to be able to follow the freighter convoys.

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?

Anthar Thebess
#1725 - 2015-01-09 12:35:37 UTC
Time to bump this topic back up.
CCP we are waiting for sov changes , and yet you still focus on tons of other stuff.
I don't state that those changes are not ~fun~ yet, stuff you have in this topic is what players need and desire.

Jump changes where grate, but as current situation proves - without next steps this don't change much.
SFM Hobb3s
Perkone
Caldari State
#1726 - 2015-01-09 17:10:55 UTC
When they are publishing dev blogs on further ship balancing, and not even the ships that NEED the balancing (hint tengus and ishtars online, or bombers and battleships), it certainly does seem like they have their development energy committed in the wrong places. It could just seem that way though. Who knows how many brains are working on the Sov issue. Hopefully some light will get shed on that in the next couple of weeks.
Anthar Thebess
#1727 - 2015-01-10 11:30:08 UTC
Quote:

When they are publishing dev blogs on further ship balancing, and not even the ships that NEED the balancing (hint tengus and ishtars online, or bombers and battleships), it certainly does seem like they have their development energy committed in the wrong places


Eg.
My point.
Tech 3 destroyers - they are fun! , but at the same time issues like Ishtars , need of bloob to defeat bloob are much more important.

What those tech 3 destroyers change in this issues?
Nothing.
When compared to isthar , tengu and logistic ship swarm in a fleet - they are simply useless.

Some things can be easy to solve.
For example people now keep -0.1 systems because cost of their maintaining is equal to nothing.
Sov cost was not touched for years.
Escalate cost of sov bill so all small groups can claim those -0.1 and state : " We are sov holders, we have space"
If base sov bill for each system will be around 1bil/month many groups will have to reconsider if they really need all this unused space.
Tie this cost to activity system in a system, and -0.1 unused will cost not 1 bil, but 3 ... and this will speedup the process.

Limiting Jump range to 5LY - super, nice move.
Yet we have border connections that allow to travel capital fleet 3-4 regions while just making 1 jump, and rest traveling by gates.
Those gates should not allow any capital movement.

JF range still not 5LY , and at the same time CCP have to solve issues for big NPC null space like Venal or Stain - they really need lowsec gate connection.
Many new groups where forged there , and they need a way to move pilots, and basic supplies there.
This is to big and important space for new and small groups to leave it without any normal supply lines.

Fixing motherships ... i know that those ships where nerfed few times already, but they cannot be used as a logistic ship for rest of the fleet.
Currently they are I WIN button in this role.
Why. Because we have logistic ship that have :
1. Mufti million EHP
2. immunity to EWAR
3. 3-6k dps from fighters
4. jump drive
5. ability to reship fleet on field.

Total nonsense, take 10 motherships in your BS fleet and you have :
Up to 60k extra DPS that will be able to take out enemy logistic ships, or any other ships
25.000.000 m3 of ship hangar space ... so you have 50 battleships to reship, or tons of other stuff - like dictors, ceptors, etc.
Over 20 capital reps on field
10 remote ECM Bursts


CCP IMPORTANT STUFF PLEASE....



killerkeano
Doomheim
#1728 - 2015-01-10 13:28:56 UTC
anything to remove Sov being a chore and grind
killerkeano
Doomheim
#1729 - 2015-01-10 13:34:19 UTC
Anthar Thebess wrote:
Quote:

When they are publishing dev blogs on further ship balancing, and not even the ships that NEED the balancing (hint tengus and ishtars online, or bombers and battleships), it certainly does seem like they have their development energy committed in the wrong places


Eg.
My point.
Tech 3 destroyers - they are fun! , but at the same time issues like Ishtars , need of bloob to defeat bloob are much more important.

What those tech 3 destroyers change in this issues?
Nothing.
When compared to isthar , tengu and logistic ship swarm in a fleet - they are simply useless.

Some things can be easy to solve.
For example people now keep -0.1 systems because cost of their maintaining is equal to nothing.
Sov cost was not touched for years.
Escalate cost of sov bill so all small groups can claim those -0.1 and state : " We are sov holders, we have space"
If base sov bill for each system will be around 1bil/month many groups will have to reconsider if they really need all this unused space.
Tie this cost to activity system in a system, and -0.1 unused will cost not 1 bil, but 3 ... and this will speedup the process.

Limiting Jump range to 5LY - super, nice move.
Yet we have border connections that allow to travel capital fleet 3-4 regions while just making 1 jump, and rest traveling by gates.
Those gates should not allow any capital movement.

JF range still not 5LY , and at the same time CCP have to solve issues for big NPC null space like Venal or Stain - they really need lowsec gate connection.
Many new groups where forged there , and they need a way to move pilots, and basic supplies there.
This is to big and important space for new and small groups to leave it without any normal supply lines.

Fixing motherships ... i know that those ships where nerfed few times already, but they cannot be used as a logistic ship for rest of the fleet.
Currently they are I WIN button in this role.
Why. Because we have logistic ship that have :
1. Mufti million EHP
2. immunity to EWAR
3. 3-6k dps from fighters
4. jump drive
5. ability to reship fleet on field.

Total nonsense, take 10 motherships in your BS fleet and you have :
Up to 60k extra DPS that will be able to take out enemy logistic ships, or any other ships
25.000.000 m3 of ship hangar space ... so you have 50 battleships to reship, or tons of other stuff - like dictors, ceptors, etc.
Over 20 capital reps on field
10 remote ECM Bursts


CCP IMPORTANT STUFF PLEASE....





you dont use traige carriers then?

you realise that that DPS wont be applied to subs unless the supers fit drone mods.. no tank, if a fleet commits 10 supers then that should increase their effectiveness, otherwise whats the point might as well use traige carriers... which is normally the case as it is..
killerkeano
Doomheim
#1730 - 2015-01-10 13:35:39 UTC  |  Edited by: killerkeano
no matter what the Sov change it should encourage the use of supers more!

removing jump drives altogether, not allowing supers to cross regional gates all along with fatigue will see that ship class usage drop massively.

oh and 20bn a month 'fee' for owning a titan?! lol !
Anthar Thebess
#1731 - 2015-01-10 13:59:17 UTC  |  Edited by: Anthar Thebess
killerkeano wrote:


you dont use traige carriers then?

you realise that that DPS wont be applied to subs unless the supers fit drone mods.. no tank, if a fleet commits 10 supers then that should increase their effectiveness, otherwise whats the point might as well use traige carriers... which is normally the case as it is..

You are aware that motherships can refit on each other , and changing from a dps fit to tank fit takes 10-15s?
They use normal modules so they can have tons of those in their bays.

Why use triage carriers - they cannot receive remote reps and are easy to kill.
Remember that whole concept of slowcat doctrine excludes triage module.
killerkeano wrote:
no matter what the Sov change it should encourage the use of supers more!

removing jump drives altogether, not allowing supers to cross regional gates all along with fatigue will see that ship class usage drop massively.

oh and 20bn a month 'fee' for owning a titan?! lol !


No fee for owning a ship.
It is not about all regional gates, just those on the edges of the universe.
CCP have to rethink current regional connections, important eve mechanic changed and those connections, their number, destination also have to be rethink.

Sorry but any logistic ship immune to EWAR is totally broken idea.
Rowells
Blackwater USA Inc.
Pandemic Horde
#1732 - 2015-01-10 14:38:47 UTC
Anthar Thebess wrote:
Sorry but any logistic ship immune to EWAR is totally broken idea.

Triage is one of the more balanced aspects of carriers at the moment. the problem lies more in the massive reps outside triage. Being able to be a powerful line ship and its primary support ship at the same time is what's broken. Too many things going on at once in a single ship. Especially considering its strength against subcaps at most sizes.
Gorgof Intake
Aliastra
Gallente Federation
#1733 - 2015-01-11 16:18:04 UTC
https://forums.eveonline.com/default.aspx?g=posts&t=391015

Next step in the path to fixing sov: multiple content nodes spread over different grids and objectives that are achievable by smaller gangs that have a tangible effect on sovereignty.
Mario Putzo
#1734 - 2015-01-11 20:12:32 UTC  |  Edited by: Mario Putzo
You know I think Sleepers should just be used as the "spread" trigger for occupancy based sov. They are literally everywhere. Get those buggers attacking infrastructure, let them start by chewing on pocos and poses, then let them move on to Ihubs, stations and tcus. While they should not take things through structure, they can work through shield and armor WITHOUT providing notice to the owner.

The longer seekers are left unchecked the larger they grow in number and strength. Meaning over time you will lose sov infrastructure faster, and it will take more to drive them out. This encourages small groups of players to live in systems to clean up sleepers a couple times a day, so they don't become a problem. Which means your control of space will literally become your ability to defend that space.

The ultimate goal of sleepers however is unique. If you let sleepers deplete the infrastructure of a system to structure, they will destroy stargates, essentially annexing the system into WH space, as the only avenue back would then be through WH space. Once a group finds the system in WH space, they must then construct a stargate if they wish to reconnect to KSpace.

Things they CAN destroy
Cyno Beacons
Jump Bridges
Station Services
Players
Stargates*

Things they can shoot but NOT destroy
ihubs
tcus
stations
sbus

Sleepers will prioritize hunting Players vs shooting structures, and will engage with a fleet PVP mentality (incursion like).
Sleepers will prioritize attacking things they can destroy over things they can not.
Sleepers will only destroy Stargates if all infrastructure in system is deemed "destroyed" (either destroyed or in structure.)

Sleepers will grow in strength and numbers.


Notes

if a player is taking a system you still need SBUs in that system. However if Sleepers have inflicted enough damage, you may only need to flip the structures not grind through all the HP and timers of the system. (Alliances will be notified if a system becomes vulnerable as a result of Player interactions.)

Sleepers will not provide anything "valuable as loot or salvage" make isk, or defend space, its your choice.
Anthar Thebess
#1735 - 2015-01-12 08:29:22 UTC
It is not about creating some NPC entity to solve player issues.
Mechanic is simply broken , and totally not adequate to current of eve universe.

Every thing is promoting BLOB, simply in order to do something you need BLOB to back you up.

Lets look at 2 base nullsec income sources :

A. Sov
EHP also is an issue, but mostly timers - almost week to take system that have station, and you have to win ALL timers.
TRANSLATION OF THE MECHANIC :
1.you have to reinforce all stuff whole week
2. on strange hours
3. no one will ever come to defend a timer
4. enemy just show up on the final one , will always bring enough peoples to block your action , and resets the whole process to point 1

B. Towers
You don't have to live in some area to control towers, what you need is :
- tons of shield hardeners
- alt / ceptor alt that will arrive or sit on this tower
- Out of game IT infrastructure that will ping every one as hell that someone is shooting this tower , just to login your alt and restront this tower to proper timer.

Then just bring enough people to defend this pos.

You could say that this is ok , i agree , but not when point A is also broken. THis blocks small and new groups from obtaining proper income ... to become something more than "small" group without having 15k blue.



CCP made good move with making 5 LY and fatigue , as this solved some of the issues.
But this still not solved base issue - that blob can keep any system without need of maintaining this system.
Sov bill for keeping such system is so small that simply no one even notice it.



Altirius Saldiaro
Doomheim
#1736 - 2015-01-12 14:58:08 UTC
I just hope the new sov changes are more based on occupancy than structure grinding.

I'm fine with how the jump changes are. I would like for the ability to jump to the Sun of a system without use of a cyno.

All jump drives and Portal Generators:
Jump to Sun = No cyno needed
Jump to Cyno = Accuracy
Emergency Jump = Random system, land at Sun
Mario Putzo
#1737 - 2015-01-12 16:27:37 UTC
Anthar Thebess wrote:
It is not about creating some NPC entity to solve player issues.
Mechanic is simply broken , and totally not adequate to current of eve universe.

I will have to respectfully disagree. In order to make "occupancy" based sov work, you need to have a driver for people to spread out and occupy space. Having an NPC entity or "Nodes" or "sites" is the only way to accomplish this. In order for the rest of the changes to have something to build on, you first must absolutely remove the "lets all live in this one system" mentality.

The only way to force that type of change is through some NPC mechanic. Otherwise nothing will change and people will still live solely in one system, and then fleet up when, and only when there is a threat by another PC group, just as it is now.

Anthar Thebess
#1738 - 2015-01-13 07:36:21 UTC
You are partially right.
Yet you can accomplish this by escalating costs and removing timers on unused systems.
Raging YarrX
Coven Of Witches
C0VEN
#1739 - 2015-01-14 07:57:16 UTC
Sov now CCP.
Please
Hemmo Paskiainen
#1740 - 2015-01-15 13:57:01 UTC
Profit for an alliance shouldn't come from "R64's or other lucrative things in a small number of systems". It should come from the people that live in it. Thriving alliances should be more profitable than anything else.

Spoiled with all the easy tech isk, look what happend to 0.0... An super armsrace. Owning systems to just own it, or perhaps rent it out. But looking at the sideaffects, by claiming it just to claim it, your basicly denying it to who ever else is there. Excluding the small fish and force them to rent. Denying them their own oppertunity to have complete sandbox fun. How Hyphocrite! How did you got there...?

Having, holding sov, should by my opinion be more unprofitable. Activity based: the more daily login's the cheaper the sov bill is in a specific system. Sov will become a favour instead of a tool for power, based around activity. The affects of such based sovsystem will have much needed energetic affects to 0.0. It is absolutly needed will a self sustainable nullsec ever succeed. More industrial branches of corps doing things, more miners to kill, rorq's to awox and freighters to kill. Easier pvp ships to get, more people around to shoot and more micro pvp to be had.

Did anyone ever wonder, why back in 2008, the daily log-in was the same but the large pvp battles were smaller sized? (and dont dare to say because of TiDi or server issues Idea)

If relativity equals time plus momentum, what equals relativity, if the momentum is minus to the time?