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Dev blog: Politics by Other Means: Sovereignty Phase Two

First post First post First post
Author
Jenshae Chiroptera
#3441 - 2015-03-08 03:24:48 UTC
Various feedback that I am getting, is that we are over reacting apparently. Shocked

CCP - Building ant hills and magnifying glasses for fat kids

Not even once

EVE is becoming shallow and puerile; it will satisfy neither the veteran nor the "WoW" type crowd in the transition.

Scatim Helicon
State War Academy
Caldari State
#3442 - 2015-03-08 03:35:51 UTC
Jenn aSide wrote:
I'm sorry, but this is wrong. "Go do that broken thing yourself" is an adaptation, it is not a solution. I have a minmatar militia alt that flies a purifier, and another alt with 3 carriers at a lvl 5 agent's station (with 3 I never have to light a cyno, just pod on over to the adjacent station and go). Yet another alt is in Lanngisi for missions.

I prefer null. I prefer anomalies, I'd LOVE to be able to LIVE in null. But when I need quick isk for a plex it's stupid to rat if Minnie is anywhere near tier 4 (hell, 3 in a pinch). It's stupid to warp a pirate BS to an anomaly when I can undock a freaking DRAMIEL in Lanngisi and make the same or more isk.


Attn CCP and Mike:

Please add the above quote to your super-secret internal metrics.

Every time you post a WiS thread, Hilmar strangles a kitten.

Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#3443 - 2015-03-08 03:44:41 UTC  |  Edited by: Scipio Artelius
Jenn aSide wrote:
Scipio Artelius wrote:
Alp Khan wrote:
Tell me, why, as a null resident, do I have sustain over five subscriptions every month if I prefer to live in null and take actual risks, versus running a single account at Faction Warfare and earning the same ISK?

Why? Only because it's your choice.

What others do to earn ISK and how much they earn shouldn't even matter. If you can make enough ISK to sustain your gameplay, then how much others earn is not important.

The whole comparison is pointless because all the choices others make are totally available to you also.

That you chose a different option is no problem. But you make that choice knowing what the risks are and what is required to manage them.



I'm sorry, but this is wrong. "Go do that broken thing yourself" is an adaptation, it is not a solution. I have a minmatar militia alt that flies a purifier, and another alt with 3 carriers at a lvl 5 agent's station (with 3 I never have to light a cyno, just pod on over to the adjacent station and go). Yet another alt is in Lanngisi for missions.

It's the guys choice that he maintains more than five accounts (which I guess means 6 or so) to do what he does.

I maintain three accounts and live in null. That he maintains more than five accounts is his choice, independent of what anyone else does. It's pointless to compare, because he could choose to do something different, or like you, move alts to different locations to earn ISK to maintain whatever he wants to do in null.

Complaining about his situation because of what others manage to do is pointless. Good luck to whatever anyone else does.
Sgt Ocker
What Corp is it
#3444 - 2015-03-08 04:04:17 UTC
Hugi Ozuwara wrote:
Go Fozzie! These changes will really shake things up and cause the stagnant nulsec groups to get out there and start moving around outside the blob. These changes sound like they will make nulsec life far more dynamic and interesting.

I am super excited and so should every small and medium sized corp across the galaxy.
Warfare is going to feel a lot more like special ops tactical and a lot less like trench warfare.

I gather you have never been to nulsec.
By all means you and your corp are welcome to come join the "special OPs tactical" warfare Big smileSmileRoll
Excuse my mirth but that is just really funny.

The only change coming here is large alliances dropping sov in all the less desirable systems they've had for years and never used because, well, they just aren't worth anything.

You may however at 1st see small gangs roaming around RFing everything they can with the new Entosis module but the novelty and mind numbing repetitiveness of it will soon wear off. (a bit like pos syphons, they get used but not as much as one would have expected because more often than not, reward vs risk is just not there)

Mini games only remain interesting if they add something interesting and engaging for the majority.
The Entosis module combined with a new mini game of constellation wide node bashing all done in a fixed 4 hour play period, has the capacity to kill nulsec content more than anything else CCP has ever come up with.

Nulsec alliances restricted/committed to home defense or attack for a minimum of 4 hours a day? Doesn't leave much time to actually play the game for the average player, who has 2 or 3 hours a day to play Eve.

This change is a little reminiscent of icons designed for 4k monitors. Will suit a minority of players well but the majority are left with something far from ideal.

My opinions are mine.

  If you don't like them or disagree with me that's OK.- - - - - - Just don't bother Hating - I don't care

It really is getting harder and harder to justify $23 a month for each sub.

Tamirr U'tath
Rotciv Rrama Industries
Goonswarm Federation
#3445 - 2015-03-08 04:15:08 UTC  |  Edited by: Tamirr U'tath
Had an idea to address the timezone/primetime 'issue'

Split the day into four segments, six hours each. An alliance chooses a prime time, which is 6 hours wide (rather than the four currently, but this could be dynamic too)

Keep everything the same in terms of the prime time window - An attacker can take the objective entirely during prime time as the dev blog says. However, in each of the other three six-hour windows, attacking entosis link ships can make progress on the objective, which would reduce the timer during the prime time window.

For example: The capture time required for the objective is 40 minutes. You can capture this 100% during the prime time window, as normal. During each of the other 6-hour windows, the attacker has the option of reducing that time by using the new module, up to 25% per every six hours.

Lets say the prime time is 0000-0600. The attacker attacks in an off time (say 1200) and brings the progress to 25%. Six hours later (1800), a new fleet from the attacker hits the objective again and brings it up another 25%. If the defender does not respond, the attacker will only need 20 minutes during prime time to win the objective.

The attacker still must attack during the prime time to make the capture, but since they had the resources and timezone coverage, they get the advantage of a reduced timer during the actual capture.

At any time during the day, the defender can 'repair' or undo the progress made during that window. If they ignore the attack at 1200 eve time, they lose the 25%. If they respond to the second attack at 1800, they can undo the second attack by reducing it from 50% to 25%.

This would encourage a constant stream of attacking and defending fleets. The attacker can erode the defenders advantage by running fleets across multiple timezones. The defender still has the option of ignoring off-TZ attacks and repelling the final attack during the actual prime time, though they lose some advantage if they don't defend during the rest of the day.

If the defender is entirely dominant in one timezone, they have the option of ignoring all other attacks and just focus on defending within their prime time window, albeit with some eroded advantage. If the defender has full timezone coverage, they can respond to as many attacking fleets as they feel they need to.

If the attacker is biased towards one timezone, but has corporations or members within other timezones, those members can contribute to the sovereignty game by making the final timer shorter at the final event, within reason. If prime time is set to US, for example, AUTZ people can't actually take the objective, but they can assist their allies by eroding the timer length throughout the day to make the final assault easier.
Jobbered
Lost Legion Of Death
Help Newbes Find a Way Alliance
#3446 - 2015-03-08 04:31:13 UTC
I have never been one to do the whole " the sky is falling " thing, but this is too much guys. After this wonderful announcement and the announcement at eve down under of the nerf to supers making them useless half of my corpmates have left our nullsec corp for hisec and wormholes. If your goal was to " shake up " nullsec by making it empty then kudos, mission accomplished. There will be plenty of sov changes as the space will be empty and free for the taking. Most of the people that complain about nullsec do not live in nullsec. They come to check it out and get blown up and boo hoo CCP better fix this. I have lived in null for 8 months now and have loved every minute of it but you are quickly taking that away from me by taking people that have been here much longer than I have out of the equation. I currently have six active accounts with 16 characters that are all training. I am not one to threaten rage quitting but I must say that as my subscriptions come due I will seriously think about renewing the half of them that live in null.
Tamirr U'tath
Rotciv Rrama Industries
Goonswarm Federation
#3447 - 2015-03-08 04:44:34 UTC  |  Edited by: Tamirr U'tath
This seems like a pretty reasonable way to make nullsec more attractive to hold as an alliance.

-Nerf mining in nullsec. If removing local is already going to be a thing, this is pretty much already done. Maybe just remove the super asteroids that were put into place recently. This has the net effect of buffing mining in highsec enormously. Move rare ores from nullsec to highsec (ABC ores)
-Implement ring mining as the primary source of moon materials, and this would be almost exclusive to nullsec
-Make the moongoo ore refinable. This lets alliances tax the ring mining as an income source. Maybe keep r64's minable by towers on moons, r32's and below ans ring-sourced.
-Keep reaction towers the same, at least for now. They already get the sov-null fuel bonus.
-(Optional) give wormholes some sort of advantage for the actual production of T3 ships, beyond just having the resources readily available. Maybe a POS mode with a faster build time which is only anchorable in wormhole space?


Since the industry expansion, nullsec has been particularly attractive for T2 production. You can build on that by letting line members mine the moon material required to drive this production. The alliance-level income is replaced by production research and refining tax in upgraded amarr caldari and minmatar stations.

Highsec mining gets buffed, because there is reduced supply of minerals from nullsec and increase demand for compressed ore for export to nullsec (for t1 hulls) Highsec becomes even more attractive for T1 production because of the ease of logistics moving massive quantities or minerals. The increase in profits from asteroid mining in nullsec would encourage this.

Nullsec becomes the go-to for all T2 production in the game. Alliances occupy sov to get the stations and ring-mining access in order to build T2 ships, which the rest of the game requires. Nullsec already has a built-in advantage for T2 production due to the station bonuses and access to moons. The difference here would be that the gathering of moon materials would be up to the ring miners and not alliance level logistics people.

Wormholes stay the same - the primary source of materials for T3 ships.


All you would need is new mining anomalies in nullsec which have moon material belts - at least for the start. The mining barge f1 mechanic for ring mining could be replaced later with something more interesting, but for now it would give nullsec a tangible economic reason for occupancy.

Usage of the stations to refine and build ships would also contribute to the industry index and increase the security of your space. Of course, the activity of ring mining would also increase this.

tl;dr - Highsec = T1 production, Nullsec = T2 production, Wormholes = T3 production.
Sgt Ocker
What Corp is it
#3448 - 2015-03-08 04:53:33 UTC  |  Edited by: Sgt Ocker
Tamirr U'tath wrote:
Had an idea to address the timezone/primetime 'issue'

Split the day into four segments, six hours each. An alliance chooses a prime time, which is 6 hours wide (rather than the four currently, but this could be dynamic too)

Keep everything the same in terms of the prime time window - An attacker can take the objective entirely during prime time as the dev blog says. However, in each of the other three six-hour windows, attacking entosis link ships can make progress on the objective, which would reduce the timer during the prime time window.

For example: The capture time required for the objective is 40 minutes. You can capture this 100% during the prime time window, as normal. During each of the other 6-hour windows, the attacker has the option of reducing that time by using the new module, up to 25% per every six hours.

Lets say the prime time is 0000-0600. The attacker attacks in an off time (say 1200) and brings the progress to 25%. Six hours later (1800), a new fleet from the attacker hits the objective again and brings it up another 25%. If the defender does not respond, the attacker will only need 20 minutes during prime time to win the objective.

The attacker still must attack during the prime time to make the capture, but since they had the resources and timezone coverage, they get the advantage of a reduced timer during the actual capture.

At any time during the day, the defender can 'repair' or undo the progress made during that window. If they ignore the attack at 1200 eve time, they lose the 25%. If they respond to the second attack at 1800, they can undo the second attack by reducing it from 50% to 25%.

This would encourage a constant stream of attacking and defending fleets. The attacker can erode the defenders advantage by running fleets across multiple timezones. The defender still has the option of ignoring off-TZ attacks and repelling the final attack during the actual prime time, though they lose some advantage if they don't defend during the rest of the day.

If the defender is entirely dominant in one timezone, they have the option of ignoring all other attacks and just focus on defending within their prime time window, albeit with some eroded advantage. If the defender has full timezone coverage, they can respond to as many attacking fleets as they feel they need to.

If the attacker is biased towards one timezone, but has corporations or members within other timezones, those members can contribute to the sovereignty game by making the final timer shorter at the final event, within reason. If prime time is set to US, for example, AUTZ people can't actually take the objective, but they can assist their allies by eroding the timer length throughout the day to make the final assault easier.

So;
Only mega alliances who have lots of people on at all hours of the day and night have a right to Sov.
Some TZ's are expected to do the boring grunt work while prime time members get the fun part.
(I am an Aussie and damn tired of doing the grunt work so timers suit another TZ)

How is this ANY different or better than the current situation?
All you want to do here is make sure the mega alliances and coalitions keep their monopoly on sov.

If we are to be stuck with "prime time" and "mini games" surrounding sov. It should be at the alliances discretion as to when they choose to participate.
2 hour prime time that is activated at a time leadership feels they can defend their holdings. To be at any time of the day but at least once in each 24 hour period.
2 hours is still a commitment for the average player, still leaves time to carry out other activities in Eve aside from defending your home.
If an attacking force can't get there in under 2 hours to RF your stuff,
1 they are too far away and mobility nerfs are working,
2 they don't care enough about wrecking your day.


- - - - - - - - - - - -
Eve is not a job - 4 hours a day is too much for the average player.
CCP really want small groups to be able to take and hold sov - The mechanics need to be suitable for small groups to work within.

My opinions are mine.

  If you don't like them or disagree with me that's OK.- - - - - - Just don't bother Hating - I don't care

It really is getting harder and harder to justify $23 a month for each sub.

Tamirr U'tath
Rotciv Rrama Industries
Goonswarm Federation
#3449 - 2015-03-08 05:07:59 UTC
Sgt Ocker wrote:

How is this ANY different or better than the current situation?
All you want to do here is make sure the mega alliances and coalitions keep their monopoly on sov.


Did you just look at my alliance tag and post, or can you just not read? What I said as-is would be a buff to the attacking side if anything, to the extent that I think you'd have to increase the base timer to compensate for the additional vulnerability.
Yuri Fedorov
Deep Core Mining Inc.
Caldari State
#3450 - 2015-03-08 05:25:44 UTC
So when are the the new threads and dev blogs comming? Its been tomorow for a few days now.
Sgt Ocker
What Corp is it
#3451 - 2015-03-08 05:27:17 UTC
Tamirr U'tath wrote:
Sgt Ocker wrote:

How is this ANY different or better than the current situation?
All you want to do here is make sure the mega alliances and coalitions keep their monopoly on sov.


Did you just look at my alliance tag and post, or can you just not read? What I said as-is would be a buff to the attacking side if anything, to the extent that I think you'd have to increase the base timer to compensate for the additional vulnerability.

I did read what you said and it is not by any means a good proposal.

Your idea is just bad and totally biased to mega alliances and coalitions.

- - - - - - - - -
How many hours does the average person get to play eve?
How much time per day should that person have to commit to "home defense"?

What chance does any group smaller than Goons for example, have of taking and holding sov if their assets can be gradually depleted while you are unable to protect them?
What chance does a group smaller than Goons have if they need maximum numbers online for at least six hours per day to defend their assets.

Gee, lets see here, is your proposal biased towards - Goons, for example?

If you weren't a Goon my responses would have been exactly the same and had you read more than the last page of the thread you would have seen that. I have been very set in my views on these changes not helping small groups take sov since about page 6 of the thread.
Don't care what alliance you belong to, advocate to make it harder for small groups to take sov (as CCP have promised) and I will do my best to shoot down your post.

Take your "I'm a Goon and getting picked on" to the other corner - I hadn't noticed your alliance, until you brought it to my attention, I was responding to your post.

My opinions are mine.

  If you don't like them or disagree with me that's OK.- - - - - - Just don't bother Hating - I don't care

It really is getting harder and harder to justify $23 a month for each sub.

Jenshae Chiroptera
#3452 - 2015-03-08 05:41:35 UTC
Tamirr U'tath wrote:
This seems like a pretty reasonable way to make nullsec more attractive to hold as an alliance.

-Nerf mining in nullsec. If removing local is already going to be a thing, this is pretty much already done. Maybe just remove the super asteroids that were put into place recently. This has the net effect of buffing mining in highsec enormously. Move rare ores from nullsec to highsec (ABC ores)
-Implement ring mining as the primary source of moon materials, and this would be almost exclusive to nullsec
-Make the moongoo ore refinable. This lets alliances tax the ring mining as an income source.
-(Optional) give wormholes some sort of advantage for the actual production of T3 ships, beyond just having the resources readily available. Maybe a POS mode with a faster build time which is only anchorable in wormhole space?


Since the industry expansion, nullsec has been particularly attractive for T2 production. You can build on that by letting line members mine the moon material required to drive this production. The alliance-level income is replaced by production research and refining tax in upgraded amarr caldari and minmatar stations.

Highsec mining gets buffed, because there is reduced supply of minerals from nullsec and increase demand for compressed ore for export to nullsec (for t1 hulls) Highsec becomes even more attractive for T1 production because of the ease of logistics moving massive quantities or minerals. The increase in profits from asteroid mining in nullsec would encourage this.

Nullsec becomes the go-to for all T2 production in the game. Alliances occupy sov to get the stations and ring-mining access in order to build T2 ships, which the rest of the game requires. Nullsec already has a built-in advantage for T2 production due to the station bonuses and access to moons. The difference here would be that the gathering of moon materials would be up to the ring miners and not alliance level logistics people.

Wormholes stay the same - the primary source of materials for T3 ships.


All you would need is new mining anomalies in nullsec which have moon material belts - at least for the start. The mining barge f1 mechanic for ring mining could be replaced later with something more interesting, but for now it would give nullsec a tangible economic reason for occupancy.

Usage of the stations to refine and build ships would also contribute to the industry index and increase the security of your space. Of course, the activity of ring mining would also increase this.

tl;dr - Highsec = T1 production, Nullsec = T2 production, Wormholes = T3 production.
Guys? Is this Tamirr fellow posting sarcastically or did the Goons let him loose on the forums too early? What?

CCP - Building ant hills and magnifying glasses for fat kids

Not even once

EVE is becoming shallow and puerile; it will satisfy neither the veteran nor the "WoW" type crowd in the transition.

Arrendis
TK Corp
#3453 - 2015-03-08 06:21:33 UTC
Jenshae Chiroptera wrote:
Guys? Is this Tamirr fellow posting sarcastically or did the Goons let him loose on the forums too early? What?


Contrary to popular opinion, Le Martini does not control every aspect of all of our lives.
MrBowers
The Scope
Gallente Federation
#3454 - 2015-03-08 07:13:59 UTC
OKOK --- IDEA HERE!


After reading would be nice to have a bit more added to the TCU and addon's?

TCU ... why attacking so important!

Your alliance clams the system ...... here's what you gain!
local only works for blues which is set by alliance owner!
25% discount on star-base fuel costs.
mobile control units

Gate and or Station "Guns" - Mines - Bubbles
- Control by mobile units. It limits how many you can use and how close you can place more next to one other!
Primary This Rifter
Mutual Fund of the Something
#3455 - 2015-03-08 07:56:41 UTC  |  Edited by: ISD Decoy
After reading Fozzie's comments on EVE Down Under, *snip* Abuse of CCP employees will not be tolerated. ~ ISD Decoy

He wants supers to be some kind of force multiplier giving some type of bonuses, instead of damage ships.
He wants delayed local in nullsec.
He wants to remove fleet warp.
He wants to nerf combat probing.
And he thinks nullsec has enough incentives as it is.

I'm starting to get seriously pissed off at CCP. Way to completely flip the bird to some of your most loyal subscribers.
flakeys
Doomheim
#3456 - 2015-03-08 08:07:30 UTC  |  Edited by: flakeys
Alp Khan wrote:
flakeys wrote:
Kaarous Aldurald wrote:
Kinis Deren wrote:

You do know there is a Phase III coming and probably will address the risk/reward issue with null sec after the null restructuring is in place?


What I know is that it exists, not what it's content is.

*Snip* Please refrain from personal attacks. ISD Ezwal.

afkalt wrote:
The bottom line is NULL as a WHOLE has massive income.


No, that's not the point. Y*Snip* Please refrain from personal attacks. ISD Ezwal.SRP is not individual income. Moons are not individual income.

Individual income should not be worse than highsec.

Period.


Or so you are being told yes ...

''But but it is Alliance income'' , why yes and guess what an Alliance is made out off , individuals.

''But but we only fund SRP with it , it does not go into my wallet'' , why yes this means nothing goes OUT of your wallet too when you loose a ship in battle.

Sometimes i truly wish we could go back to ''the old days'' even if it was just for one week so that you could see the difference.


You could ask CCP to take away the moons and make them null-sec AND empire mineable belts.And in return they should favour you with a higher income then lvl 4's.But that wouldn't matter , you'd start complaining about incursions.And then forget to mention that you have BETTER incursions in your home system but no one does them.



You are wrong because moon income is never abundant (nor it should be) and present on numerous amount of null moons enough to count as individual income. While you might be able to see individuals operating POS for themselves in sovereign null, you'll almost never see individuals making personal income from their personal POS mining out high-end moon goo.

Can a single individual defend a high-end moon all by himself? No, a single individual can never do that.

Therefore, a private individual will always have to rely on a group of players that can actually defend a moon through cooperation. That's where you have alliances come into play, because they are realistically able to defend such high-end moons, they end up owning them and using them for alliance expenses.

Besides, high-end moons have been nerfed heavily many cycles ago. They alone never provide an income stream that can keep a GSF-like generous SRP up and running. And the fact that I'm mentioning GSF SRP should be telling, because even that program, known for it's generosity, does not cover "all of your losses". Money always ends up coming out of player wallets.

As such, I'm sorry to tell you this bluntly, but it's painfully obvious that as somebody who has never taken up life in null before, you don't know what you're talking about and you're out of your element.



Yup , never been in null.Not like i spend over half my 10 years in the game in null-sec.And nope never been in the CFC either , nope B-R ... i never was there .....


Next time look at the players history before commenting , i AM ex CFC .My character is 6 years older then yours and has 12 times as many kills of wich the biggest chunk is null-sec kills.I have set my first feet in null-sec before BOB even became known.
I KNOW that an Alliance is needed to keep a moon and no individual can do that , that does not mean it should not be accounted for as individual income because again an Alliance is made out of individuals nd the SRP wich is aquired through moon-goo amongst other things is payed to individuals for their individual losses.Something you seem to have a hard time grasping.

I've said it before but it REALLY is hard to understand , especially for guys from your Alliance , that the people who are FOR the changes might not live in null-sec now but that does not mean they do not have the aquired null-sec experience .DUH

We are all born ignorant, but one must work hard to remain stupid.

Aiyshimin
Shiva Furnace
#3457 - 2015-03-08 08:37:22 UTC
Ncc 1709 wrote:
a Sliding scale would be good.

a no index no useage system has a 24 hour vulnerability timer.

Soverenty takes 3.5 hours per level

military index takes 0.5h per level
Industry index takes 0.5h per level


so a maxed usage system would have a vulnerable timer of 1.5 hours per day
a system that has a tcu only and no usage has between 24 hours and 6.5 hours vulnerability per day

so a level 5 ratting system at max sov with no miners will have 4 hours per day
a lvl 2 mining system with lvl 2 sov will be vulnerable for 16 hours during a day


ive been trying to balance these figures for an hour and they still don't seem to balance very well.
they probably need to be percentage baised.


I agree that the numbers aren't quite there, but in general this idea is interesting.
Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#3458 - 2015-03-08 08:37:40 UTC  |  Edited by: Scipio Artelius
Alp Khan wrote:
Scipio Artelius wrote:
Alp Khan wrote:
Tell me, why, as a null resident, do I have sustain over five subscriptions every month if I prefer to live in null and take actual risks, versus running a single account at Faction Warfare and earning the same ISK?

Why? Only because it's your choice.

What others do to earn ISK and how much they earn shouldn't even matter. If you can make enough ISK to sustain your gameplay, then how much others earn is not important.

The whole comparison is pointless because all the choices others make are totally available to you also.

That you chose a different option is no problem. But you make that choice knowing what the risks are and what is required to manage them.



Wrong.

No. Right.

You choose to have more than five accounts (6-10 I assume). That's your choice. It's not forced on you.

That someone else can get their ISK with 1 account. Good for them.

I maintain three accounts and live in nullsec. So what? It's not important.

Quote:
Tell me now, whereas all these people are getting rewarded extravagantly through CCP's game design choices, why is yours truly have to take the bum end of the deal, even when he is taking all of the risks in this game? Why is he forced to scale up the number of subscriptions and making CCP financial statements look tidy to be able to compete with the hourly income of a single account can generate in all other types of space, including high-sec?

Because clearly the expectation we have that Eve is a risk-reward game is a fallacy.

CCP have shown time and time again that they will panda to the people with the loudest voice. Risk-Reward is not something that applies in this game anymore.

Your choice to scale up your subscriptions is exactly that, a choice. No one is forcing you to do anything. So comparing your choice to others and claiming is as a must is just as much a fallacy as expecting this game to be risk-reward based. If you think you are getting the bum end of the deal, then make a different choice.

The game is not what it used to be.

At the end of the day, why do you live in null?

Clearly, the benefit overall that you gain from doing so, outways the downsides. ISK is not the only measure of benefit.
Dracvlad
Taishi Combine
Astral Alliance
#3459 - 2015-03-08 08:51:50 UTC
Sgt Ocker wrote:
So you think sov for small groups, should be about wasting player time, isk, recourses and giving the big groups content.
Nice concept but no , your wrong.
The new sov mechanics will mean simply throwing isk at a system to hold sov is literally throwing that isk away.

Why would any small group, which will usually have limited resources, simply throw those resources away for 2 days of limited content?

Your going to get 8 hours content over 48 hours, per billion isk per system, invested. So roughly 6 billion isk (a constellation) will generate 2, 4 hour sessions of content for those of the group online for the 4 hour mini game.

Yeah, I can see lots of small alliances going for that. It's not like players living in Nul need somewhere they can call home and build or mine or rat or even just have a station they can stockpile stuff in.
With the ease of station flipping, being camped in by some mega alliance so obviously plays right into the hands of every small alliance that wants to sov - Doesn't it?


I may be wrong, there are quite a few old players who have been in 0.0 and have a lot of ISK that did not like how the Sov game developed, I seem to be in that group of people and most of my contacts want to own a system or two to say that they have done it, though I have done that, but in the main to have small fun fleet fights.

Yes we can afford to throw ISK at this, many of us have enough ISK, but it in no way compares to the major alliances, however I personally could do this 50 times before I run out of ISK, there are others I know who have way more than me.

The key part is in selection, it has to be either a system close to hisec or something very deep which requires good WH scouting skills and it has to be far enough away from the major alliances capital fleets, this makes it tricky...

I did not bother looking at a station or an IHUB, the IHUB is just going to get blown up no matter what you do and stations are a trap in my opinion. What you are looking to do is be hardly worth attacking in strength, so POS and a TCU will be enough, well there is more but I am not going to talk about that part.

Perhaps in doing this more people will do it and over time create a patchwork of small alliances that form a coalition that can be effective, however lets not kid ourselves in any meaningful way, if the Goons decided to clear that group out there is nothing they could do to stop it, so its a case of wait for the Goons to leave and re-build.

I expect that it might take longer than two days at times, maybe a month or two tops, some times it will be brutally quick, the thing is you go in light and expect to lose it, maybe the player base is not up to it, I don't know, I for one will give it a go.

One of my hopes is that the Mercs in hisec see this as an opportunity to develop into a new area.

And yes it will be throwing ISK away, but if you can starting making it stick who knows, it could change the game a fair bit...

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp

Tau Phoenix
Eternal Darkness.
The Initiative.
#3460 - 2015-03-08 08:55:04 UTC
Just a view on the 'Freeport' mechanic. If a system or constellation is under attack and there is only one station in that area it would be reasonable to assume that both the attackers and defenders will stage out of that freeport station.

Given that CCP's idea of node capture is an effort to distribute the fights around a given constellation; when its time for the final take of the station i can see the server load suffering when an obscene amount of players start playing station and docking games. That would make the station system the prime fighting system and i can see that very little node capture would take place until the mass fighting of the station system has concluded....then whoever is left will go capture the nodes.

Also, given the fact that you can expect the station to be heavily bubbled i can see it getting very messy and laggy experience.