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Dev blog: Politics by Other Means: Sovereignty Phase Two

First post First post First post
Author
Lady Zarrina
New Eden Browncoats
#3641 - 2015-03-09 16:06:58 UTC
I keep hearing about how this new mechanic will greatly benefit the large coalitions. Granted, those with larger reserves of pilots with tons of FC's will always benefit. But currently, if the goons wanted to pound someone into the ground, they can. They can currently do it any time they want. If such an entity is currently out there, it is simply because they are being ignored and they don't want the space.

And currently there is about zero chance a small group can ever get a foot hold in their space.

So with the new mechanic, I agree, the goons will be able to walk all over anyone they want. Like they can now. But... BUT smaller groups will be able to hit their areas (or anyone's area) and possibly do something without needing a fleet of supers and a bank account that rivals the Rothschild family. They more than likely will not succeed, but at least they can try. But eventually with endless repeated poking, if an organization has too much space, they will probably trim the excess due to the lower bar of initiation cost.

Now I think CCP is purposely withholding the yearned for carrot that everyone is calling for. The jump changes forced a lot of change. Organizations gave up tons of space. And others gained. This change will probably again trim the excess from the people who still want too much. If they introduced a carrot with these changes, the changes they are looking for are less likely to occur. I am willing to bet there are a few carrots in the works, but overall now might not be the best of times. It's a balancing at, hopefully they succeed without losing too many.

At the very least we should get a few months of action, even if it is Mitten's Kittens taking over the whole universe :)

EVE: All about Flying Frisky and Making Iskie

Alavaria Fera
GoonWaffe
#3642 - 2015-03-09 16:20:08 UTC
Lady Zarrina wrote:
Now I think CCP is purposely withholding the yearned for carrot that everyone is calling for. The jump changes forced a lot of change. Organizations gave up tons of space. And others gained. This change will probably again trim the excess from the people who still want too much. If they introduced a carrot with these changes, the changes they are looking for are less likely to occur. I am willing to bet there are a few carrots in the works, but overall now might not be the best of times. It's a balancing at, hopefully they succeed without losing too many.

Indeed, not unlike cancer treatment or something, it is reasonable to suggest the first thing is to make a wasteland such that all the far-too-clever people will decide to leave (because they're too clever to stay) and then a bunch of silly people who make bad decisions will come in.

Lady Zarrina wrote:
At the very least we should get a few months of action, even if it is Mitten's Kittens taking over the whole universe :)

Not going to happen. If anything, you should see your dream of nadot being replaced by random lowsec or npc nullsec dwellers' sov. They probably won't live in it either, but hey...

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 ?

Vantigan
Hull Zero Two
#3643 - 2015-03-09 16:28:54 UTC
Alavaria Fera wrote:
[quote=Lady Zarrina]
Not going to happen. If anything, you should see your dream of nadot being replaced by random lowsec or npc nullsec dwellers' sov. They probably won't live in it either, but hey...


That's because all the big alliances act like toddlers. "If I can't have you cant either, smash smash smash!"
159Pinky
Caldari Provisions
Caldari State
#3644 - 2015-03-09 16:35:09 UTC
Drogo Drogos wrote:
I think no matter how you look at all these changes it will cost CCP a fcton of subs.

From Super pilots to burned out nullsec players getting fed up with constand defence fleets day in day out.

Multiple accounts will be closed to as there is no need for cyno alts or multiple ratting accounts to farm for expensive ratting fits / supers / titans.

I start to wonder how many dev's need to pack their bags this time next year with all the subscription losses that might be comming after June.

*Snip* Please refrain from discussing other (non-EvE/Dust/Valkyrie) games. ISD Ezwal.


Oh well, close down your accounts. Or better, put some chars on the market. I'll be needing a lot more cyno alts in this new sov game...
davet517
Raata Invicti
#3645 - 2015-03-09 16:42:52 UTC
I said it in the other thread, but I'll repeat it here, along with this change something needs to be done to make system resources scale with the level of occupancy, to a point. The best idea that I've seen is converting anoms to mining and plexing missions.

Do that. Increase the rewards and quality of the missions (somewhat) with the trusec of the space. If systems could scale to support 100 active players or so, a reasonably sized alliance could comfortably live in a constellation, and defend that constellation even with "trollcepters". They could take more if they wanted to, but they'd have to deal with the downsides that attend getting too spread out.

Make high end moons sov (iHub) dependent too, and you have plenty of incentive to fight for better space while making room for new entrants. To avoid having people pack too many players in one system, start widening the "prime time" window beyond a certain density, so that the sov holder has to choose between spreading out and taking more space or defending a bigger window.

I think most of the complaints here are predicated on the current necessity of a good sized alliance trying to occupy a region or more to keep all of their players in resources, and how difficult that becomes with these mechanics. Fix the underlying problem, instead of trying to figure out how to nerf the mechanics.
Lupe Meza
Hedion University
Amarr Empire
#3646 - 2015-03-09 17:29:40 UTC
I wonder if they could make it so all constellations have the same potential value. Not necessarily the same types of resources, but when all is said done the value of the resources is equitable. Go further and distribute the sources of the resources over a wider sparser area, to promote trade, conflict, and or alliances based on a bit more than my F1 horde is bigger than your F1 horde.

If they go this route there should be no "worthless" space, but a more normalized but not homogeneous look could be interesting. Some systems generate more isk, some more minerals, some more PI goods or some mix for example. Make it difficult to be self sufficient in terms of resource generation because of the new geographical (if you can even use that term in space) mechanics they are trying to implement making space "big". This would get people moving that are entrenched and alleviate a lot of the concerns about people raising flags in worthless space.
davet517
Raata Invicti
#3647 - 2015-03-09 17:39:22 UTC
Lupe Meza wrote:


If they go this route there should be no "worthless" space, but a more normalized but not homogeneous look could be interesting. Some systems generate more isk, some more minerals, some more PI goods or some mix for example. Make it difficult to be self sufficient in terms of resource generation because of the new geographical (if you can even use that term in space) mechanics they are trying to implement making space "big". This would get people moving that are entrenched and alleviate a lot of the concerns about people raising flags in worthless space.


Most probably don't remember, but they tried to encourage trade by spreading out resources when they introduced rigs. You couldn't build anything with the salvage that you got from one region. You had to acquire stuff from several regions. The theory was that it would stimulate inter-region trade. In fact, people just took the stuff to Jita, and building rigs at first was a monumental PITA.

Making different constellations have different "flavors" could be cool, with some having more industry or PI potential while others have more NPC farming potential. That sounds like a lot of work on CCPs part, but yes, all space should be "livable". If it's not, you're going to end up with alts grinding indexes for defensive purposes alone. A real wrist slasher for people tasked with doing it.
Lupe Meza
Hedion University
Amarr Empire
#3648 - 2015-03-09 17:56:33 UTC
davet517 wrote:
Lupe Meza wrote:


If they go this route there should be no "worthless" space, but a more normalized but not homogeneous look could be interesting. Some systems generate more isk, some more minerals, some more PI goods or some mix for example. Make it difficult to be self sufficient in terms of resource generation because of the new geographical (if you can even use that term in space) mechanics they are trying to implement making space "big". This would get people moving that are entrenched and alleviate a lot of the concerns about people raising flags in worthless space.


Most probably don't remember, but they tried to encourage trade by spreading out resources when they introduced rigs. You couldn't build anything with the salvage that you got from one region. You had to acquire stuff from several regions. The theory was that it would stimulate inter-region trade. In fact, people just took the stuff to Jita, and building rigs at first was a monumental PITA.

Making different constellations have different "flavors" could be cool, with some having more industry or PI potential while others have more NPC farming potential. That sounds like a lot of work on CCPs part, but yes, all space should be "livable". If it's not, you're going to end up with alts grinding indexes for defensive purposes alone. A real wrist slasher for people tasked with doing it.


Ah, make sense. I wonder if it would be better overall though if there were just more regional trade hubs rather than Jita being the economic center for the whole game pretty much. I don't know how much pressure would have to be exerted to encourage that to happen though without blatantly making it inconvenient, and if it would even be counterproductive given the inertia of the population is pretty strong in this game. very difficult to get people to change behavior or ways of operating.

I just don't like the idea of more isk faucets being added, I'd rather see the hordes of isk already stockpiled over the years enter circulation and leave wallets and enter the actual eco system of the game.
Alavaria Fera
GoonWaffe
#3649 - 2015-03-09 18:27:55 UTC
Trade hubs work on an economies of scale sort of argument (reducing transaction costs of running around for both buyer and seller, for one).

It's slightly different in highsec, since moving is much easier, but when you start having to jump stuff around outside of there...

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 ?

Circumstantial Evidence
#3650 - 2015-03-09 18:54:36 UTC
xttz wrote:
It's human nature to take the path of least-resistance, so the result at the end of the day is our current meta; alliances grouping up into coalitions to:
increase the number of expensive ships to defend their territory
decrease the number of expensive ships attacking their territory
generate income to maintain all the expensive ships defending their territory

By removing the capital fleet as the barrier for null-sec entry, these new sov changes are a step in the right direction. Done properly they could even undermine the necessity for having SRP in future nullsec alliances.
If this scenario comes to pass and GSF's SRP wallet starts to grow unreasonably, what to do with the extra?
Alavaria Fera
GoonWaffe
#3651 - 2015-03-09 19:11:27 UTC
Circumstantial Evidence wrote:
xttz wrote:
It's human nature to take the path of least-resistance, so the result at the end of the day is our current meta; alliances grouping up into coalitions to:
increase the number of expensive ships to defend their territory
decrease the number of expensive ships attacking their territory
generate income to maintain all the expensive ships defending their territory

By removing the capital fleet as the barrier for null-sec entry, these new sov changes are a step in the right direction. Done properly they could even undermine the necessity for having SRP in future nullsec alliances.
If this scenario comes to pass and GSF's SRP wallet starts to grow unreasonably, what to do with the extra?

Remember that bit where people argued the sovlaser trolling would be too expensive to sustain reasonably?

Our wallet won't grow...

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 ?

Lupe Meza
Hedion University
Amarr Empire
#3652 - 2015-03-09 19:23:06 UTC
Alavaria Fera wrote:
Trade hubs work on an economies of scale sort of argument (reducing transaction costs of running around for both buyer and seller, for one).

It's slightly different in highsec, since moving is much easier, but when you start having to jump stuff around outside of there...


Well that's what I was hoping for. People not living in High not being too heavily reliant on it.

I was hoping for a point where the only thing you would want to transport out of highsec as a null entity would be at most raw materials or things like ammunition because in order to thrive your own local logistics and industrial complex is solid. If not you either have to rely on other groups through alliances to handle that end or you eventually fail.

It would give industrialists and miners a place in many groups if those groups don't use alts for those jobs, maybe get some of them out of high security space because of better opportunities for them other than padding a pirates killboard. This could of course still happen, but the incentives in huge profits would make up for it, and they'd be more likely to have a corp/alliance defending industrial centers, because they have a vested interest in them. This would also be a huge point of vulnerability and on a metagame level people would have to actually strategize around it.

The "carebears" become a conflict driver and raiding someone's resources and defending their infrastructure becomes a serious consideration lacking when you can just "go to Jita". When power is not reflected solely by what isk is generated from PVE or monopolized commodities and the ships "magically" bought or replaced with it, but rather by the groups and their allies' ability to manufacture, produce, and maintain their own industrial complex as any sovereign power should, away from the teat of High Sec.

Just thinking aloud though but honestly a while ago one thing that attracted me to the game was a trailer I saw, and honestly it was so removed from what the game was, but I hope one day it gets closer to realizing potential that is there. Great potential for more meaning and consequence in the sandbox. I would have especially never thought the part about unaffiliated someone defending a miner of all things so hilarious rather than whoring on the kill until actually playing a while for example, but at the time it was pretty cool:

https://www.youtube.com/watch?v=08hmqyejCYU
Alavaria Fera
GoonWaffe
#3653 - 2015-03-09 19:29:55 UTC
Lupe Meza wrote:
Just thinking aloud though but honestly a while ago one thing that attracted me to the game was a trailer I saw, and honestly it was so removed from what the game was, but I hope one day it gets closer to realizing potential that is there. Great potential for more meaning and consequence in the sandbox. I would have especially never thought the part about unaffiliated someone defending a miner of all things so hilarious rather than whoring on the kill until actually playing a while for example, but at the time it was pretty cool:

https://www.youtube.com/watch?v=08hmqyejCYU

You fell for it. Op success.

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 ?

Lupe Meza
Hedion University
Amarr Empire
#3654 - 2015-03-09 19:39:58 UTC
Alavaria Fera wrote:
Lupe Meza wrote:
Just thinking aloud though but honestly a while ago one thing that attracted me to the game was a trailer I saw, and honestly it was so removed from what the game was, but I hope one day it gets closer to realizing potential that is there. Great potential for more meaning and consequence in the sandbox. I would have especially never thought the part about unaffiliated someone defending a miner of all things so hilarious rather than whoring on the kill until actually playing a while for example, but at the time it was pretty cool:

https://www.youtube.com/watch?v=08hmqyejCYU

You fell for it. Op success.


Yeah they got me. But like I said I'm hopeful.
Gabriel Karade
Coreli Corporation
Pandemic Legion
#3655 - 2015-03-09 19:56:51 UTC
Baden Luskan wrote:
Vol Arm'OOO wrote:
Ultimately, I just cant be optimistic about the sov changes. It strikes me as overly complicated and needlessly disruptive. The fact that these idea come from the same folk that gave us industry teams and the minigame with its spew doesnt help. A simpler system would in my opinion be much more desirable. Sov decay would achieve most of the results that ccp is looking for without the disruption - what is sov decay? It is the idea that if enough people dont live/play in a particular system, they will progressively lose control over the system. As time goes on, npc events appear in the system disrupting game play, and if not responded to, ultimately besieging the system in an incursion like event. If the event is not defeated, the npc would take over the system rendering it contestable npc sov. To prevent these event from being farmed, the npc would not have any appreciable reward for killing them apart from control over the sov of the system. Because no alliance has the people to live everywhere, this type of system would naturally lead to npc sov systems spreading across the map, which would in turn give smaller alliances the opportunity to either stage out of the systems or to grab the systems to live in themselves. So sov decay achieves the same results of promoting access to null for smaller groups while limiting the size of alliances, all without the needless complexity and disruption.


I support this system 1000%
+1 on 'Sov decay'

War Machine: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=386293

Xpaulusx
Naari LLC
#3656 - 2015-03-09 20:01:52 UTC
RogueHunteer wrote:
Emmy Mnemonic wrote:
Let SOV control the yield of tthe R64/32 moons.

CCP Fozzie has snowed in completely on nullsec ratting as the major ISK faucet.

CCP has forgotten they themselves sprinkled a LOT of REALLY valuable moons around EVE space. And they have forgotten they added some 275 new moons not too long ago (as they nerfed Technetium). In low sec, where there is no sov, every R64 is owned by a powerbloc. Every. Single. One.

How come it is like that CCP?

These R64/32 and also R16 moons are what drives conflict! Not sovereignity!
These R64/32 are what the power blocks fight for!
Alliances will not fight for stupid ratting space for their grunts! That's not how it works, CCP!

Make SOV control the yield of the R64/32 moons so that:
- no SOV brings really crappy yield
- SOV brings better yield
- upgrades in iHubs can generate better yield than we have today

This would also nerf the lowsec R64/32s and make them viable to own for smaller entities, but not so important for the power blocs. Nullsec R64/32s would be much more attractive and even MORE important to get hold of AND it would give a large incentive to own SOV in the systems where the valuable moons are! It would make SOV worth fighting for!

It will generate a lot of fights over both SOV and valuable moons. And moons don't move around, ratting can be moved or done in alternative ways, it's just time for ISK. If you want moon-income you have to live there! And moon-goo is an income that can be handled by fewer people, that generates a LOT of income, and that is needed to produce T2 ships and will have an impact on the ecomony of the power blocs and on EVE much more than sov will!

Leaders will fight over moons!
Leaders will not fight for ratting!

CCP Fozzie - have a look at the moons, will you!





Moons mining needs to be removed and bring ring mining in to the game! Goodbye passive income.... hello miners :)

Should have never been passive income of that magnitude in the game to begin with, that is a huge problem. Hopefully CCP stops intentionally foot dragging on this issue.

......................................................

Hedion's oracle
Naari LLC
#3657 - 2015-03-09 20:09:01 UTC
Xpaulusx wrote:
RogueHunteer wrote:
Emmy Mnemonic wrote:
Let SOV control the yield of tthe R64/32 moons.

CCP Fozzie has snowed in completely on nullsec ratting as the major ISK faucet.

CCP has forgotten they themselves sprinkled a LOT of REALLY valuable moons around EVE space. And they have forgotten they added some 275 new moons not too long ago (as they nerfed Technetium). In low sec, where there is no sov, every R64 is owned by a powerbloc. Every. Single. One.

How come it is like that CCP?

These R64/32 and also R16 moons are what drives conflict! Not sovereignity!
These R64/32 are what the power blocks fight for!
Alliances will not fight for stupid ratting space for their grunts! That's not how it works, CCP!

Make SOV control the yield of the R64/32 moons so that:
- no SOV brings really crappy yield
- SOV brings better yield
- upgrades in iHubs can generate better yield than we have today

This would also nerf the lowsec R64/32s and make them viable to own for smaller entities, but not so important for the power blocs. Nullsec R64/32s would be much more attractive and even MORE important to get hold of AND it would give a large incentive to own SOV in the systems where the valuable moons are! It would make SOV worth fighting for!

It will generate a lot of fights over both SOV and valuable moons. And moons don't move around, ratting can be moved or done in alternative ways, it's just time for ISK. If you want moon-income you have to live there! And moon-goo is an income that can be handled by fewer people, that generates a LOT of income, and that is needed to produce T2 ships and will have an impact on the ecomony of the power blocs and on EVE much more than sov will!

Leaders will fight over moons!
Leaders will not fight for ratting!

CCP Fozzie - have a look at the moons, will you!





Moons mining needs to be removed and bring ring mining in to the game! Goodbye passive income.... hello miners :)

Should have never been passive income of that magnitude in the game to begin with, that is a huge problem. Hopefully CCP stops intentionally foot dragging on this issue.


Someone in this thread finally gets it.. Way to much income from the top down.

Error: Working As intended

FT Diomedes
The Graduates
#3658 - 2015-03-09 20:10:46 UTC
All these proponents of the system keep thinking in terms of a 1v1. "I counter your off-grid boosted trollceptor with my Cerberus and my cyno alt in a Maulus."

Think about this system in the context of defending one constellation with a small alliance. Assume a small alliance (Alliance A) with a maximum of 100 players active in a given time zone. Assume a typical 0.0 constellation with six systems (three stations). In our example, there is only a single entry gate to the constellation - should be optimum terrain to defend.

Now, never mind the fact that 100 active players in six systems is going to be cramped. You want us to actually live in the space, right? So, none of these characters is making their ISK from highsec incursion running, or FW, or any way that takes them away from their space. Let's assume these are unusually unselfish people who don't mind running the worse anomalies, "just because it's for the good of the whole." They even mine to raise the index.

Alliance A is happily doing their thing in this space. They rat, they mine, they build, they roam, they do home defense. In the current sovereignty system, they can join with friendly alliances nearby to defend a critical timer. The local occupants in nearby NPC space provide lots of small gang content, but are not a threat to their ownership of the system.

Then one day Alliance B gets together 200 pilots and decides to use Alliance A as a punching bag. They move to the nearby NPC space and set up a staging area. The attack comes quickly and swiftly in the form of a 150-pilot interceptor gang. It shows up in Alliance A's prime time and by some miracle every single active member of Alliance A is online, active on comms, and has all the ships needed for a fight. Alliance B jumps into Alliance A's space and quickly begins entosising everything they can. Alliance A has 15 different structures to defend - 3 stations, six TCU's, and six IHubs. Now is where the fun [broken] part starts.

Alliance A has several possible strategies:

(1) A disregards the dictum that "he who defends everywhere, defends no where." A attempts to play a perfect defense and puts 6-7 pilots at each structure. A has to put larger ships at each position in order to compensate. Once Alliance A has committed to defending each structure, Alliance B brings in another 50 pilots in Ishtars and wrecks each one in short order. Alliance A tries to regroup and form up to meet the Ishtar fleet, but the Ishtar fleet runs whenever this happens. This goes on for four hours or until Alliance A finally loses all the timers. Even if, through some miracle, Alliance A holds on for four hours of this nonsense and manages to save half the timers, but has still lost seven. In that case, in 48 hours, they now have 35 separate structures to defend (spread throughout the constellation).

(2) A tries for a middle ground and chooses to defend the three station systems: 3 stations, 3 TCU's, and 3 IHubs. With only 9 structures, A can now put 10-12 pilots per structure. Alliance B quickly reinforces the other three systems, then uses the mobility advantage to hold A in place while it brings in the 50 Ishtars. Even if Alliance A masses all the pilots in a given system, they are still dealing with 50 Ishtars and 150 interceptors. Alliance A loses tons of tackle ships trying to hold down the Ishtars, while B warps around at will, kiting the heavier Alliance A fleet and hitting the undefended structures whenever they can. Once again, if through some miracle, Alliance A wins half the timers, they still have 25 timers (spread throughout the constellation) to defend in 48 hours.

(3) A chooses to defend only one system. They put everything into defending the station in one system. B wins all the timers that A forfeits. They then reship into a proper 200-person fleet and beat Alliance A at the station, unless A has lots of experienced pilots in capital ships. In which case A commits everything to hold that one station. B now has tons of timers; A has temporarily defended the one station.

The next day, B can threaten the station, and any other remaining structures. 48 hours later... when all those timers come out, the same basic thing happens again. B uses numbers and mobility to beat A.

Or, option (4) A realizes this is stupid and moves to the nearest NPC station. Most of the members start living off ninja-ratting, NPC missions, and exploration. No one bothers upgrading the I-Hubs, so the anomaly ratting is terrible. Mining and industry are essentially non-existent (who builds a factory in a wartorn wasteland?). People start spending more time running Incursions in high sec or FW in low sec, which fragments the alliance and tears apart the social bonds that hold it together. Without owning space, A starts to bleed off members who want to be members of a 0.0 alliance that owns space. Some move to other alliances... In other words, Goons get even bigger. Others stop playing at all. Each day, as fewer people log in to comms, it becomes less fun to be there. A dies and Eve loses a few more subscribers.

Yes, Dominion sovereignty might not be perfect, but it is a damn site better than the above. The offensive power of Fozzie Sovereignty is completely out of balance. The defender has to be able to defend everywhere, but has no opportunity to fortify or entrench his position.

Some might say, "but the same thing will happen now!" This is simply untrue. For one, in Dominion, the offense has to commit significant assets to stage an attack. Yes, if someone brings fifty supers to the fight, A may have a problem. But if fifty supers come to the fight, A can request help from friendly alliance C and we get a big fight, or a massive blue-ball fest (that at least has the advantage of only being once, not every day). In Fozzieland, if C tries to help A against B, D will entosis C's stuff. And don't forget that anyone who comes to help probably gets Space Aids. Thank you, Fozzie.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Alavaria Fera
GoonWaffe
#3659 - 2015-03-09 20:34:04 UTC
Fatigue is less of an inssue if you use ships that are really fast.

So like ... I think our favorites (ishtar tengu) will be even more of a good choice.

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 ?

Sawk Backer
Horde Armada
Pandemic Horde
#3660 - 2015-03-09 20:49:07 UTC  |  Edited by: Sawk Backer
I am not really someone who likes to post on the forums, but if what I heard is true :
removing drones from supercarriers to convert them into big command ships/logistics, Consider then the income of my 4x accounts gone, i do not see the point playing anymore, you can not imagine the frustration of someone who have spend years farming for nothing.

I farmed way too long to obtain this ship, and as an old player i can not see all that time i have put into the given be a "non-sense". Supercaps are part of this game, they have been our dreams one day, and you can not remove that goal to new players, or remove that achievement for old players like myself

We are all aware that changes have to be made in this game, especially to make it enjoyable again within the fact that big blobs have to evolve together, or even only a supercap field (i am aware it is an issue still)

But destroying supercarriers/titans will just bring another matters : alliances like brave noobies or CFC will just be unbeatable, and "elite alliances", which have skills, composed by old players, are just going to die.

so yes CCP, as diplomat of TCF, an alliance who wants sov really badly, and who is waiting for this patch since 3 months , i am telling you my point of view
-Do not nerf supercaps
- Change the sov game mechanics
- Listen a bit more to your old players, they are the ones that keep that game on, that bring friends on it.

Maybe all you will see there are the tears of a guy who do not want to loose his supercarrier, but you should extand that vision to what's in the head of new players, the dream it represents to them, and that dream i had one day...

You should not remove that from the game

Regards