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Player Features and Ideas Discussion

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NewSov - Variable Contest Windows

First post
GSF Logistics and Posting Reserves
Goonswarm Federation
#1 - 2015-03-06 19:48:12 UTC
One of the most repeated gripes about the proposed new sov system is the handling of alliance time zones. This involves alliances specifying a 4 hour window during which their sov-related structures are vulnerable to be contested. This is commonly seen as a rather rigid mechanic, that only further denies conflict between alliances in varying areas of the world.
By making some careful tweaks to the currently proposed mechanics for sov, I believe this system can be made more engaging for all involved while providing alliances a level of control over their territory.

Variable Prime Time
(Note: all figures used in this description are for illustration only. This post is to broadly describe a game mechanic, not the specifics for it)

Instead of specifying a fixed 4-hour period, an alliance instead specifies a single primetime -to the nearest hour - in the same way as is currently done for Infrastructure Hubs and Outposts. This is their peak prime time, and is used to determine when structures are vulnerable to be reinforced.

Rather than a fixed 4-hour period, the vulnerability window instead varies on a per-system basis using the same metrics proposed for defense bonuses; a combination of Strategic, Military and Industrial indexes. The higher the combined metric, the smaller the vulnerability window. This is centered over the given alliance prime time.
At the lowest end of the scale, recently taken systems with little to no Military / Industrial activity would have a window of something like 8-12 hours. Long-standing systems with maxed indexes would only be vulnerable for 2-3 hours a day. Everything else would fall somewhere in between, depending how it was used on a day-to-day basis.

This directly ties territorial defense to occupancy, with unused systems becoming much easier to contest.


Ficticious alliance ASCN with a prime time set to 20:00 is invaded by the equally fictional aliance BoB.

  • Their first system attacked is rarely used, with a Strategic Index of 2 and zero for military and industrial indexes. This results in a very wide vulnerability window of 10 hours centered on 20:00. The system may be contested from 15:00 to 01:00 each day.

  • Later in the war, a backwater system primarily used for ratting comes under attack. It has a Strategic Index of 4, Military Index of 5 and Industrial Index of 1. This gives it a much more manageable window of 5 hours, and it can be attacked from 17:30 to 22:30 each day.

  • Finally, the war reaches ASCN's core territory. With fully maxed indexes of all three types due to the high population, it has the easiest window to defend. It is only vulnerable for 2 hours each day, from 19:00 to 21:00.

Of course it need not stay thay way indefinitely. By applying careful harrassment at any time of day, BoB can keep the ratters and miners docked up, causing the relevant indexes to drop and the vulnerability to gradually open up. It's only a matter of time before someone accidently logs off an Avatar while defending outside their optimal time of day...
School of Applied Knowledge
Caldari State
#2 - 2015-03-06 20:30:09 UTC
I like it. Tho I still think something needs to be done to make people want to hold sov, the current plans have very little that makes it worth the effort.

We've had the stick, now where's the carrot?
Native Freshfood
Minmatar Republic
#3 - 2015-03-06 20:54:32 UTC  |  Edited by: Anhenka
Except that it completely defeats the purpose of primetime windows.

Let's be serious. Lets toss the fictitious examples where the frontline has a high military or industrial index and examine some real potential situations.

Side A is attacking side B along the border of region Hurfablurf.

The edge of Hurfablurf is a warzone, with frequent enemy roaming flees coming through, and the entire area in range of Blops and titan hotdrops.

Reality: Nobody will be mining in this area. If mining occurs, it is solo or near solo miners who will struggle to push the industrial index past 1. If it goes past one, the next day side A will have a covert cyno there ready to drop on any miners, so miners will move somewhere else, and the index decays back to 0 within a day.

Same with ratting. There will be some isolated belt ratting, but any system with a significant military index within bridge range of the frontlines will have a cyno char in it. Military indexes rapidly decay to 1 or 2.

So while your idea touts super upgraded systems being able to have a shorter window, in the 99.99% of situations where you not trying to headshot an isolated enemy ratting system deep within their sov you are going to be fighting over systems on the outer warzone edge of your territory, which will probably have a mid-high strategic index, and 1 or 0 military and industrial indexes.

This means that in any actual sov conflict where we don't presume that ratters and miners continue mining and killing thousands of rats required to keep a high index in systems permacamped by cynos and within range of enemy Blops (so basically all sov fights), timers will be at the very upper end of your 8-12 hour window.

Your idea is swiss cheese in theory, and useless in application except for a method of setting 8-12 hours as the "default" time for regions actually being fought over.

Unless of course the system is altered so that PvP kills, PvP losses, and the presence of towers, stations, moon mining, reacting, invention/copying/research/production/reprocessing in systems significantly contributes to the military and industrial indexes.

You know, all those things besides straight up ratting and mining that people do with their sov space.
Science and Trade Institute
Caldari State
#4 - 2015-03-06 20:56:42 UTC
In this system, would sovereignty indices continue to make sov structures / capture nodes more difficult to capture, or would this replace the previous mechanic as the method by which sov indices assist defenders?

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

ISD Ezwal
ISD Community Communications Liaisons
ISD Alliance
#5 - 2015-03-06 20:59:02 UTC
As there already is a thread on the same topic, this one gets a lock.

Thread locked.

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