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Player Features and Ideas Discussion

 
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Joinable Pirate Factions

Author
Blue spy
Deep Core Mining Inc.
Caldari State
#1 - 2015-03-09 11:51:44 UTC

I've always wanted to fly under the banner of the angle cartel as an archangle warlord. Unfortunately my archangle ambitions are thwarted by ingame limitations.

However this awesome new update has shown that CCP is positive about adding more positive threats to the larger stagnant 0.0 powers. I love the changes so far; but I feel that these changes are mainly mechanical and leave little room for the player narrative.

Looking at the established FW system in lowsec and its source of excellent content I would like to suggest adding a similar mechanic to 0.0 nullsec. Living in both Venal and Curse it's a shame that these storyline rich regions don't have much going for them other than as a source of missions, bounties, and a haven for people who don't want their station captured. But as a threat to 0.0 entities they could do so much more.

My suggestion is...


  • Make pirate factions joinable; any player, corporation, or alliance can sign up to fight for any of the pirate factions in 0.0 space in a way similar to how you enlist in a FW militia.

  • Pirate factions will actually begin expanding their borders using players to facilitate that expansion. Players who have joined a pirate faction can expand the borders of their faction using the new sovereignty mechanics CCP is bringing out in June.

  • In exchange for actions that will assist a pirate faction to spread its dominance such as capturing systems, killing players whose alliance borders its territory, or destroying structures such as outposts or customs offices, capsuleers will be rewarded loyalty points to their pirate faction, on a similar scale to lowsec faction warfare points.

  • Space captured by pirate factions will mimic what we can currently see in Scalding Pass. Stations will be freeported, and station services will be offered to members of its faction for free and at cost for everybody else.



And to balance out the perks of fighting for a pirate faction...


  • Players will not have any of the system ownership that 0.0 alliances can benefit from; nor will they be able to upgrade the systems they capture.

  • Pirate factions will only attempt to claim ownership of systems bordering theirs. (Including the space of other pirate factions, if they ever actually touch.)

  • In exchange for selling your soul to the pirate factions you'll be treated as an outlaw in both lowsec and highsec for as long as you remain within the faction.

Revan Chion
Eclipse Navy
#2 - 2015-03-09 12:02:18 UTC
And the more a player harasses the sov powers around him by capping their sov/killing them, perhaps a bounty on his head rises. Give a whole new meaning to the Sansha's nation expanding their borders.
Godfrey Silvarna
Arctic Light Inc.
Arctic Light
#3 - 2015-03-09 12:20:28 UTC
We do not need any more NPC-centered content.

NPC's are the cat turds in my sandbox.
Rivr Luzade
Coreli Corporation
Pandemic Legion
#4 - 2015-03-09 12:25:59 UTC  |  Edited by: Rivr Luzade
Godfrey Silvarna wrote:
We do not need any more NPC-centered content.

NPC's are the cat turds in my sandbox.

I don't see any difference in taking sov for a player alliance of a pirate/empire faction. They are virtually indistinguishable entities. Not to mention that so many players rather opt to spend their time in the bosom of the Empires' space instead of their own empire's, it's only natural to give them something to do.

As long as players in pirate factions are near-insta concorded/facpo'd when they enter High sec and gate gunned in Low, I am fine with this.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Anthar Thebess
#5 - 2015-03-09 12:49:03 UTC
I agree,
Whole stainwagon joining sansha ranks.
Sansha already have to most of the stainwagion well above +5 sometimes even almost +10 Roll

Next step objectives like : go and free catch / esoteria / paragon soul / querious from bad capsulers contesting there sansha space.
This way Stainwagon can truly expand sansha borders.
Rivr Luzade
Coreli Corporation
Pandemic Legion
#6 - 2015-03-09 13:22:55 UTC
Anthar Thebess wrote:
I agree,
Whole stainwagon joining sansha ranks.
Sansha already have to most of the stainwagion well above +5 sometimes even almost +10 Roll

Next step objectives like : go ... querious.

Not to disappoint you, but the Blood Raider Covenant might want to have a work with you about their space. I am fairly positive that they like their herding grounds in Querious. Roll

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Agondray
Avenger Mercenaries
VOID Intergalactic Forces
#7 - 2015-03-09 13:33:23 UTC
Godfrey Silvarna wrote:
We do not need any more NPC-centered content.

NPC's are the cat turds in my sandbox.


I can see someone didn't read the short post about it being a faction warfare under a pirates flag.
+1 from me, let the FW guys stir up the Blocs, because they way you set it even if a whole alliance takes up Pirate FW and takes over the space as FW then its useless because the alliance doesn't own it themselves.

"Sarcasm is the Recourse of a weak mind." -Dr. Smith

Donnachadh
United Allegiance of Undesirables
#8 - 2015-03-09 14:19:47 UTC  |  Edited by: Donnachadh
Rivr Luzade wrote:
As long as players in pirate factions are near-insta concorded/facpo'd when they enter High sec and gate gunned in Low, I am fine with this.

This addresses one of my concerns.

Still wondering how this could be made to work at all.

So you join the Angel Cartel and want to go take sov over a region of nul.

How do you coordinate the NPC part of your faction?

Is it a good idea to give players control over any aspect of an NPC?

If you do have control over an NPC faction or a part of it what prevents you from using them to defeat your enemy and then simply warp in a take sov having never fires a single shot yourself?

How would you balance this so that it ws never possible for players controlling NPC to have overwhelming odds?

And in the end wondering how getting an NPC to do your dirty work encourages the group play many think is a core part of this game?

Overall I have to so no this is a bad idea.
Leyete Wulf
Caldari Provisions
Caldari State
#9 - 2015-03-09 14:22:21 UTC
Idea is almost as old as EVE, and has been posted countless times.
Blue spy
Deep Core Mining Inc.
Caldari State
#10 - 2015-03-09 14:32:04 UTC
Donnachadh wrote:
Rivr Luzade wrote:
As long as players in pirate factions are near-insta concorded/facpo'd when they enter High sec and gate gunned in Low, I am fine with this.

This addresses one of my concerns.

Still wondering how this could be made to work at all.

So you join the Angel Cartel and want to go take sov over a region of nul.

How do you coordinate the NPC part of your faction?

Is it a good idea to give players control over any aspect of an NPC?

If you do have control over an NPC faction or a part of it what prevents you from using them to defeat your enemy and then simply warp in a take sov having never fires a single shot yourself?

How would you balance this so that it ws never possible for players controlling NPC to have overwhelming odds?

And in the end wondering how getting an NPC to do your dirty work encourages the group play many think is a core part of this game?

Overall I have to so no this is a bad idea.


It might have been my own miswording; but I certainly wouldn't want players to have any control over NPC ships in the same was FW players have no control over their respective navies.

All combat will be player-v-player with no NPC involvement other than any territory taken by pirate-faction members is under control of its faction and not the alliance/corporation/individual player who took it.

Anthar Thebess
#11 - 2015-03-09 14:39:21 UTC
Rivr Luzade wrote:
Anthar Thebess wrote:
I agree,
Whole stainwagon joining sansha ranks.
Sansha already have to most of the stainwagion well above +5 sometimes even almost +10 Roll

Next step objectives like : go ... querious.

Not to disappoint you, but the Blood Raider Covenant might want to have a work with you about their space. I am fairly positive that they like their herding grounds in Querious. Roll

Ah yes, the same ice, different pirate faction.
My mistake.
Blue spy
Deep Core Mining Inc.
Caldari State
#12 - 2015-03-09 14:48:23 UTC
I think one big pitfall would be that it shouldn't disincentivise players who live in Curse/Venal/Stain or whatever from killing eachother. Unlike FW I don't think there should be any standings loss for killing members of your faction and the only real internal structure could be a shared chat channel. The onus should be on players to decide who they want to work with and who they want to shoot on sight.
Tabyll Altol
Viziam
Amarr Empire
#13 - 2015-03-09 19:11:42 UTC
Blue spy wrote:

I've always wanted to fly under the banner of the angle cartel as an archangle warlord. Unfortunately my archangle ambitions are thwarted by ingame limitations.

However this awesome new update has shown that CCP is positive about adding more positive threats to the larger stagnant 0.0 powers. I love the changes so far; but I feel that these changes are mainly mechanical and leave little room for the player narrative.

Looking at the established FW system in lowsec and its source of excellent content I would like to suggest adding a similar mechanic to 0.0 nullsec. Living in both Venal and Curse it's a shame that these storyline rich regions don't have much going for them other than as a source of missions, bounties, and a haven for people who don't want their station captured. But as a threat to 0.0 entities they could do so much more.

My suggestion is...


  • Make pirate factions joinable; any player, corporation, or alliance can sign up to fight for any of the pirate factions in 0.0 space in a way similar to how you enlist in a FW militia.

  • Pirate factions will actually begin expanding their borders using players to facilitate that expansion. Players who have joined a pirate faction can expand the borders of their faction using the new sovereignty mechanics CCP is bringing out in June.

  • In exchange for actions that will assist a pirate faction to spread its dominance such as capturing systems, killing players whose alliance borders its territory, or destroying structures such as outposts or customs offices, capsuleers will be rewarded loyalty points to their pirate faction, on a similar scale to lowsec faction warfare points.

  • Space captured by pirate factions will mimic what we can currently see in Scalding Pass. Stations will be freeported, and station services will be offered to members of its faction for free and at cost for everybody else.



And to balance out the perks of fighting for a pirate faction...


  • Players will not have any of the system ownership that 0.0 alliances can benefit from; nor will they be able to upgrade the systems they capture.

  • Pirate factions will only attempt to claim ownership of systems bordering theirs. (Including the space of other pirate factions, if they ever actually touch.)

  • In exchange for selling your soul to the pirate factions you'll be treated as an outlaw in both lowsec and highsec for as long as you remain within the faction.



If you want FW go to it. If you wana pirate lp just make the missions.

-1