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[Discussion] Entosis Link Tactics and Ship Balance

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Promiscuous Female
GBS Logistics and Fives Support
#1381 - 2015-03-12 03:19:52 UTC
Kristian Hackett wrote:
The amount of laughs I'm getting from the "wah no interceptors" crowd is amazing. There's a bajillion ways to deal with interceptors, be it a single one or a full fleet of them. Needless to say, for those of your worried about a full fleet of interceptors, if you don't have the manpower to protect your core systems from that there's a bigger issue at hand. You need to deal with a bunch of interceptors trolling your system, build a freaking kill squad! Cruor + Garmur for tackle, then something to lay on the DPS (drone cruiser would be a great option here) and a logi just to play it safe. 4 ships, and you can go around swatting ceptors like a Japanese Giant Hornet through a hive of honey bees.

interceptors hold still and allow themselves to be destroyed in my fantasies too, how bizarre
Basil Pupkin
Republic Military School
#1382 - 2015-03-12 03:27:04 UTC
Alavaria Fera wrote:
Basil Pupkin wrote:
Alavaria Fera wrote:
Basically, you want a "discussion" that's just all of you having 0.0 fantasies about ending evil cfc

So a hilarious echochamber "discussion". Go have it on reddit or something


You're likely to just get whatever has been planned anyway, since I doubt they'll change much so might as well begin planning out your interceptor fits and start buying so you won't have to when everything is overpriced just before/after the patch


I don't want a discussion.
I want a system not made for one coalition, not made by people who balance the game exclusively in the interest of the said coalition.

Yes,true: the removal of us from discussion is only means to an end

ie a system that makes it as easy as possible for people like you to end 0.0 dream of people like us.


How about a magic button in jita that drops all sov


Aside from incredible amount of self-entitlement and claims to be better than me, you seem to have yet another self-entitlement that everyone wants to end your whatever.

Nobody would've cared about you if not for constant tears you jerk over getting more than anyone else for free from CCP.

Now you tear-jerked a system which is exclusively biased for goons. I don't want your removal from discussion, I want a system not biased for one coalition, regardless of which one it is. I admit I'd be less involved if the said coalition weren't the coalition of third biggest dicks in eve, but that doesn't change the reasoning I'm against it.



Being teh freightergankbear automatically puts you below missionbear and minerbear in carebear hierarchy.

If you're about to make "this will make eve un-eve" argument, odds are you are defending some utterly horrible mechanics against a good change.

Kristian Hackett
Center for Advanced Studies
Gallente Federation
#1383 - 2015-03-12 03:29:23 UTC  |  Edited by: Kristian Hackett
Promiscuous Female wrote:
Kristian Hackett wrote:
The amount of laughs I'm getting from the "wah no interceptors" crowd is amazing. There's a bajillion ways to deal with interceptors, be it a single one or a full fleet of them. Needless to say, for those of your worried about a full fleet of interceptors, if you don't have the manpower to protect your core systems from that there's a bigger issue at hand. You need to deal with a bunch of interceptors trolling your system, build a freaking kill squad! Cruor + Garmur for tackle, then something to lay on the DPS (drone cruiser would be a great option here) and a logi just to play it safe. 4 ships, and you can go around swatting ceptors like a Japanese Giant Hornet through a hive of honey bees.

interceptors hold still and allow themselves to be destroyed in my fantasies too, how bizarre

You do realize that you can catch an interceptor that's running an Entosis Link, right? They have to sit in range of the structure while the cycle runs, so if a Garmur can land mid cycle AT ZERO on grid, all it has to do is OH a WD2 and bam, Interceptor isn't warping off, and it can OH a MWD and close faster than the interceptor can react. At 13.6km it can apply a WS2 and that Interceptor might as well be standing still.

At MOST the interceptor has 10 seconds from the time it can see the Garmur on D-scan to GTFO, but once you factor in "being human" you're really only looking at maybe 6-7 seconds to get out of the high speed orbit to warping out. Seems like a lot of time, until you start figuring in server connection latency and then suddenly you're looking at a very tight window in which you can run away.

Aircraft Maintenance - Using a high school diploma to fix what a college degree just f***ed up. "Life is too short to drink cheap beer."

SilentAsTheGrave
Aliastra
Gallente Federation
#1384 - 2015-03-12 03:35:27 UTC
Is there a way we can shift the focus of the thread towards anything BUT interceptors for a while? Between the two threads; over 4,000 posts have been nothing but interceptor stuff.

Everyone and their brother knows about the interceptor deal!

We would be doing ourselves a great disservice if we did not take some time to talk about the other aspects of the Entosis Link. Straight
Alavaria Fera
GoonWaffe
#1385 - 2015-03-12 03:38:17 UTC
Kristian Hackett wrote:
Promiscuous Female wrote:
Kristian Hackett wrote:
The amount of laughs I'm getting from the "wah no interceptors" crowd is amazing. There's a bajillion ways to deal with interceptors, be it a single one or a full fleet of them. Needless to say, for those of your worried about a full fleet of interceptors, if you don't have the manpower to protect your core systems from that there's a bigger issue at hand. You need to deal with a bunch of interceptors trolling your system, build a freaking kill squad! Cruor + Garmur for tackle, then something to lay on the DPS (drone cruiser would be a great option here) and a logi just to play it safe. 4 ships, and you can go around swatting ceptors like a Japanese Giant Hornet through a hive of honey bees.

interceptors hold still and allow themselves to be destroyed in my fantasies too, how bizarre

You do realize that you can catch an interceptor that's running an Entosis Link, right? They have to sit in range of the structure while the cycle runs, so if a Garmur can land mid cycle AT ZERO on grid, all it has to do is OH a WD2 and bam, Interceptor isn't warping off, and it can OH a MWD and close faster than the interceptor can react. At 13.6km it can apply a WS2 and that Interceptor might as well be standing still.

At MOST the interceptor has 10 seconds from the time it can see the Garmur on D-scan to GTFO, but once you factor in "being human" you're really only looking at maybe 6-7 seconds to get out of the high speed orbit to warping out. Seems like a lot of time, until you start figuring in server connection latency and then suddenly you're looking at a very tight window in which you can run away.

Hah someone missed the point about moving to the next objective

basically the point about trollceptors

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 ?

Alavaria Fera
GoonWaffe
#1386 - 2015-03-12 03:39:05 UTC
SilentAsTheGrave wrote:
Is there a way we can shift the focus of the thread towards anything BUT interceptors for a while? Between the two threads; over 4,000 posts have been nothing but interceptor stuff.

Everyone and their brother knows about the interceptor deal!

We would be doing ourselves a great disservice if we did not take some time to talk about the other aspects of the Entosis Link. Straight

The aspect where it goes on an interceptor is very important.

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 ?

Petrified
Old and Petrified Syndication
#1387 - 2015-03-12 03:44:11 UTC
After further mulling over the changes and the feedback of others more experienced in Sov warfare both under the current mechanics and the older mechanics I have the following thoughts to toss into the ring:

  • Grinding Sov was and still is an annoying and un-enjoyable experience.

  • The Enosis module is a good start towards reducing grind and the need for massive super capital fleets.

  • No one likes losing things in their sleep. Real life should always be more important and the game's mechanics should respect that.

  • For people depriving someone else of a structure (TCU, IHUB, or Station), the process should not be a simple matter, but neither should it be laborious.

  • While Sov was not designed for small corporations or a handful of people, it should not require huge numbers across multiple time zones to manage and maintain.

  • Sov of one system or station should not be dependent on 'nodes' outside the system in question. The defender should always have the home court advantage - it is their structure being defended. Additionally smaller entities are placed into an immediate disadvantage when attempting to take Sov from a larger group or defending Sov from a larger group if they have to run to multiple systems in a Constellation to capture points. Their fewer numbers already place them at a disadvantage - don't make it worse.

  • However, you also want to spread fights out. Each system in a Constellation held by the same defending alliance can spawn the Command Nodes despite the originating system. If the Alliance only holds one system in a Constellation, then only that system spawns the Command Nodes. While this does not prevent a large buildup of an invading force in a system, it does prevent a smaller force from losing Sov of a system because they were unable to reach a command node several systems away they had no stake in controlling.

  • People should be able to initially attack in their own time zone but the defender should be able to dictate when reinforce occurs. POCOs have struck me as a good example of meeting this. Prime Time (usually when the alliance as a whole is mostly online and playing any given day) will not be important to vulnerability, but for when reinforce exits.

  • Therefore (All ideas assume the current mechanics proposed by Fossie except otherwise noted):
    1 - Base capture rate for a single Entosis module should be 30 minutes with diminishing returns for additional ships applying the link to no less than 10 minutes. These times do not reflect occupancy bonuses which could push it to between 40 and 2 hours.

    2 - Base capture rate outside the Prime Time should be multiplied by x8 while capture rate is normal during prime time. If the capture attempt is not interrupted when Prime time is entered, then the capture rate returns to normal and all existing time spent during the capture is adjusted. So if a single sub-cap was applying a link for 3 hours on a location and then starting the third hour the system went into the defenders prime, the remaining Entosis application time will drop from 60 more minutes to 3.25 minutes (1/8th of an hour). These times do not reflect occupancy bonuses.

    3 - Only TCCUs and IHUBs are vulnerable to reinforcement 24/7 while being more vulnerable during prime time.

    4 - Given the value stored within Stations, they are only vulnerable to reinforcement during Prime Time. The enabling and disabling is normal.

    5 - Command nodes spawning in the Constellation: will only appear in any given the system if that system holds a structure owned by the defender at the time of reinforcement. Example: Alliance A holds all TCUs in a Constellation. Alliance B has 2 IHUBS and 1 Station across two of those systems within the Constellation. If The IHUB of Alliance B is attacked then any Command Nodes spawned will appear in the two systems Alliance B has these structures in. If the TCU of Alliance A is attacked, then the Command Nodes will appear in any of the systems in the Constellation.

    6 - Command nodes only appear during the prime time of the defender.

    Cloaking is the closest thing to a "Pause Game" button one can get while in space.

    Support better localization for the Japanese Community.

    Promiscuous Female
    GBS Logistics and Fives Support
    #1388 - 2015-03-12 03:57:03 UTC
    Kristian Hackett wrote:
    Promiscuous Female wrote:
    Kristian Hackett wrote:
    The amount of laughs I'm getting from the "wah no interceptors" crowd is amazing. There's a bajillion ways to deal with interceptors, be it a single one or a full fleet of them. Needless to say, for those of your worried about a full fleet of interceptors, if you don't have the manpower to protect your core systems from that there's a bigger issue at hand. You need to deal with a bunch of interceptors trolling your system, build a freaking kill squad! Cruor + Garmur for tackle, then something to lay on the DPS (drone cruiser would be a great option here) and a logi just to play it safe. 4 ships, and you can go around swatting ceptors like a Japanese Giant Hornet through a hive of honey bees.

    interceptors hold still and allow themselves to be destroyed in my fantasies too, how bizarre

    You do realize that you can catch an interceptor that's running an Entosis Link, right? They have to sit in range of the structure while the cycle runs, so if a Garmur can land mid cycle AT ZERO on grid, all it has to do is OH a WD2 and bam, Interceptor isn't warping off, and it can OH a MWD and close faster than the interceptor can react. At 13.6km it can apply a WS2 and that Interceptor might as well be standing still.

    At MOST the interceptor has 10 seconds from the time it can see the Garmur on D-scan to GTFO, but once you factor in "being human" you're really only looking at maybe 6-7 seconds to get out of the high speed orbit to warping out. Seems like a lot of time, until you start figuring in server connection latency and then suddenly you're looking at a very tight window in which you can run away.

    every person who tries to post complicated anti-interceptor vignettes assumes the interceptor is orbiting

    why would you do that if no one is on grid
    Princess Cherista
    Doomheim
    #1389 - 2015-03-12 03:59:08 UTC
    SilentAsTheGrave wrote:
    Is there a way we can shift the focus of the thread towards anything BUT interceptors for a while

    Well its a good system except for the whole entosis link on uncatchable inties thing.
    Alavaria Fera
    GoonWaffe
    #1390 - 2015-03-12 04:08:01 UTC
    Promiscuous Female wrote:
    Kristian Hackett wrote:
    Promiscuous Female wrote:
    Kristian Hackett wrote:
    The amount of laughs I'm getting from the "wah no interceptors" crowd is amazing. There's a bajillion ways to deal with interceptors, be it a single one or a full fleet of them. Needless to say, for those of your worried about a full fleet of interceptors, if you don't have the manpower to protect your core systems from that there's a bigger issue at hand. You need to deal with a bunch of interceptors trolling your system, build a freaking kill squad! Cruor + Garmur for tackle, then something to lay on the DPS (drone cruiser would be a great option here) and a logi just to play it safe. 4 ships, and you can go around swatting ceptors like a Japanese Giant Hornet through a hive of honey bees.

    interceptors hold still and allow themselves to be destroyed in my fantasies too, how bizarre

    You do realize that you can catch an interceptor that's running an Entosis Link, right? They have to sit in range of the structure while the cycle runs, so if a Garmur can land mid cycle AT ZERO on grid, all it has to do is OH a WD2 and bam, Interceptor isn't warping off, and it can OH a MWD and close faster than the interceptor can react. At 13.6km it can apply a WS2 and that Interceptor might as well be standing still.

    At MOST the interceptor has 10 seconds from the time it can see the Garmur on D-scan to GTFO, but once you factor in "being human" you're really only looking at maybe 6-7 seconds to get out of the high speed orbit to warping out. Seems like a lot of time, until you start figuring in server connection latency and then suddenly you're looking at a very tight window in which you can run away.

    every person who tries to post complicated anti-interceptor vignettes assumes the interceptor is orbiting

    why would you do that if no one is on grid

    It's basically like a stawman, except we can call it "the easily caught inty"

    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 ?

    Miner Hottie
    The Scope
    Gallente Federation
    #1391 - 2015-03-12 04:47:59 UTC
    Ok, couple of points to make:

    Wannabe EFT warriors with their gimmick sniper fits, learn about the difference between "paper dps" being the raw damage potential of the hull, weapon system, ammo, skills, implants and environmental effects and "applied dps" which is the above apply to a target which is doing something other than being an immoble target without resists and having the sig radius of an outpost. Putting the sniper eagle fit into eft and using long range faction ammo realises about 7 dps applied on a 4kms stileto that has good transversal, and that is at optimal range. No icant link the dps graph as I am at work, learn to use the dps graph yourself.

    Others have pointed out gimmick faction frigate and T3 destroyer fits that can catch these interceptors. These work better, but seem to hilariously relc on landing at 0 on the inty or rely on it dumbly orbiting a TCU. Also, dont claim you can probe it down and kill it with x pimp fit frigate when the frigate lacks a probe launcher. Not going to happen (well it will with some goons being terriblel) point is you have to close range to 20-24km with an interceptor to tacklet it, closer if you want to web it. A dram can do 8kms, it will still only close at 4kms if our inty pilot aligns off into space. Assume our inty started 110km from the drams warp in it will take at least 22 seconds to get into scram range and needs another 10 seconds to really apply dps. You duke it out and maybe 2 minutes later its done. Op success! Killmails and gf. Your dram docks up and repairs mods overheated and heads back out to chase down another inty. 2 systems over and 5 minutes later, the dram lands on grid aligns and burns to our next inty, but 21 seconds later the inty warps off. Entosis cycle complete, troll face on. Now the dram can't do crap to catch the inty because it warps and aligns faster and is immume to bubbles.

    Multiply that by a fleet of 255 inties and telll me you will harvest kill mails? You probably will for a day or 2 then spend time uselessly capping sov nodes.

    What if the fleet comes back with 200 inties and a wing of dictors Svipuls, Keres and Daredevils to counter defenders in gimmick fit frigates? First hostile gate camp your defender dram runs into will kill in a heartbeat (ok 3 hearbeats cause no goon has less than 60 heartbeats per minute).

    Really the point we goons are driving home is this on any scale above a 1v1 fight the inty is just too fast, agile, too small and evasive to not dictate if and when it fights and this is with the benefit of experience we have fighting inty gangs on our home turf.

    It's all about how hot my mining lasers get.

    Kristian Hackett
    Center for Advanced Studies
    Gallente Federation
    #1392 - 2015-03-12 04:55:17 UTC
    Petrified wrote:

  • Sov of one system or station should not be dependent on 'nodes' outside the system in question. The defender should always have the home court advantage - it is their structure being defended. Additionally smaller entities are placed into an immediate disadvantage when attempting to take Sov from a larger group or defending Sov from a larger group if they have to run to multiple systems in a Constellation to capture points. Their fewer numbers already place them at a disadvantage - don't make it worse.
  • I wanted to highlight this - of all of the mechanics coming into play, the constellation nodes seemed to be the most awkward one. I understand CCP wanting to spread the fight throughout multiple systems in order to ease server load, however that immediately screws over the defending team, especially if you have multiple alliances (read: not blue to each other) sharing the same constellation. Why should I have to drive deep into enemy territory in order to save my one structure? I should have to scramble to hit control nodes within the same system, not get ganked at a gate camp next door.

    A better mechanic is if CCP uses the Entosis Link activation to automatically ramp up an automatic process of reinforcing the node should high levels of ship movement be detected in nearby nodes (or if say, an Entosis Link activates followed by a Cyno being lit). It might be uglier having to code that on the back end, but it's better than the currently suggested mechanic.

    Aircraft Maintenance - Using a high school diploma to fix what a college degree just f***ed up. "Life is too short to drink cheap beer."

    Querns
    Science and Trade Institute
    Caldari State
    #1393 - 2015-03-12 05:10:48 UTC
    Kristian Hackett wrote:

    I wanted to highlight this - of all of the mechanics coming into play, the constellation nodes seemed to be the most awkward one. I understand CCP wanting to spread the fight throughout multiple systems in order to ease server load, however that immediately screws over the defending team, especially if you have multiple alliances (read: not blue to each other) sharing the same constellation.

    This is pretty offtopic for the entosis link thread, specifically, but you do raise an excellent point. I agree that capture nodes should prefer to spawn in systems in the constellation where the defending alliance has least one sovereignty object (ihub, tcu, station.)

    I will remember this when more relevant forum threads arise on the topic of capture nodes, and pass it along to the Goonswarm Federation CSM reps as well. It's not to steal your thunder, or anything, but I feel like it's a legitimate concern and it'd be a shame if you, specifically, missed the thread, forgot, or otherwise were unavailable to reiterate the point.

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

    Miner Hottie
    The Scope
    Gallente Federation
    #1394 - 2015-03-12 05:21:20 UTC
    Querns wrote:
    Kristian Hackett wrote:

    I wanted to highlight this - of all of the mechanics coming into play, the constellation nodes seemed to be the most awkward one. I understand CCP wanting to spread the fight throughout multiple systems in order to ease server load, however that immediately screws over the defending team, especially if you have multiple alliances (read: not blue to each other) sharing the same constellation.

    This is pretty offtopic for the entosis link thread, specifically, but you do raise an excellent point. I agree that capture nodes should prefer to spawn in systems in the constellation where the defending alliance has least one sovereignty object (ihub, tcu, station.)

    I will remember this when more relevant forum threads arise on the topic of capture nodes, and pass it along to the Goonswarm Federation CSM reps as well. It's not to steal your thunder, or anything, but I feel like it's a legitimate concern and it'd be a shame if you, specifically, missed the thread, forgot, or otherwise were unavailable to reiterate the point.


    I think this feature is purely there to spread server load, rather than any compelling gameplay issue. From memory that was the reason noted in the dev blog. I hope I am wrong cause its a terrible reason to spread the capture nodes around a constellation.

    It's all about how hot my mining lasers get.

    Zhalon
    Forging Industries
    Silent Infinity
    #1395 - 2015-03-12 06:01:30 UTC
    I was worried there would be no more capital fights....but then...

    Screw evasion fits....super carriers are the dominate force.

    Massive sensor strength = ECM less effective
    Massive targeting range = Sensor Damp unrealistic
    Wait wait wait....they're immune to electronic warfare silly me
    Massive tank...
    Massive utility....reship to go catch that pesky evasion interceptor

    And the biggest thing of all....Remote ECM Burst

    ....of course the big guys with a super carrier will carry the day against any smaller force (smaller meaning subcap)

    I imagine one super carrier could solo cap a node in 70% of cases. 1 super carrier plus friend or two able to refit to chase down a guy capping outside the 150 km remote ecm burst range would make it 90%. Even the fittings for that super carrier could be dirt cheap. Wouldn't need expensive fighters/bombers unless you thought you were gonna get dropped on....and if they do they better bring enough dps to drop you in that short timer cap window.

    Aeon > Wyvern > Nyx > Hel
    Kristian Hackett
    Center for Advanced Studies
    Gallente Federation
    #1396 - 2015-03-12 06:21:38 UTC  |  Edited by: Kristian Hackett
    Miner Hottie wrote:
    Querns wrote:
    Kristian Hackett wrote:

    I wanted to highlight this - of all of the mechanics coming into play, the constellation nodes seemed to be the most awkward one. I understand CCP wanting to spread the fight throughout multiple systems in order to ease server load, however that immediately screws over the defending team, especially if you have multiple alliances (read: not blue to each other) sharing the same constellation.

    This is pretty offtopic for the entosis link thread, specifically, but you do raise an excellent point. I agree that capture nodes should prefer to spawn in systems in the constellation where the defending alliance has least one sovereignty object (ihub, tcu, station.)

    I will remember this when more relevant forum threads arise on the topic of capture nodes, and pass it along to the Goonswarm Federation CSM reps as well. It's not to steal your thunder, or anything, but I feel like it's a legitimate concern and it'd be a shame if you, specifically, missed the thread, forgot, or otherwise were unavailable to reiterate the point.


    I think this feature is purely there to spread server load, rather than any compelling gameplay issue. From memory that was the reason noted in the dev blog. I hope I am wrong cause its a terrible reason to spread the capture nodes around a constellation.

    In the initial dev blog I read on the mechanic, spreading the server load was precisely the reason for the constellation-wide control node spawns. While I can agree with the logic from a technical perspective, looking at the game play it's going to be an absolute nightmare.

    Getting back to the Entosis Link module, I've got a few thoughts on this just to summarize after the past 7 or 8 pages of conversation:

    1) Entosis Link modules should be able to be fit to all ships, from Rookie Ships to Titans.
    2) The 80km/250km proposed ranges of the T1/T2 modules are fine as is.
    3) T2 modules should be limited to larger hulls, such as BCs and up.
    4) T1 module cycle time should be locked at 10 minutes and come with a penalty allowing no prop mods while active.
    5) T2 module cycle time should be 3 minutes base / 2 minutes on ships capable of fitting warfare link modules.
    6) Keep the proposed mechanic for link effectiveness, don't switch it to a "points" system. If 1 link is active and an opposing link joins in, capture progress should be halted, no matter how many links are on the one side.

    Overall, that should about cover the full range of issues raised here. It'll keep the evasion fit Interceptors and T3s from becoming too overpowered while not completely cutting them out of the picture. The BC and up requirement for the T2 EL means we're not going to completely ditch the larger ship fleets, while the time modifier means BCs and Command Ships will have a larger role to play in the fleets. Overall this would probably be the ideal compromise to satisfy everyone.

    Aircraft Maintenance - Using a high school diploma to fix what a college degree just f***ed up. "Life is too short to drink cheap beer."

    SilentAsTheGrave
    Aliastra
    Gallente Federation
    #1397 - 2015-03-12 06:31:12 UTC
    Princess Cherista wrote:
    SilentAsTheGrave wrote:
    Is there a way we can shift the focus of the thread towards anything BUT interceptors for a while

    Well its a good system except for the whole entosis link on uncatchable inties thing.

    So aside from interceptors; you are saying the Entosis Link module is perfect? If not, then what needs work?
    Zappity
    New Eden Tank Testing Services
    #1398 - 2015-03-12 06:44:30 UTC
    baltec1 wrote:
    Zappity wrote:
    baltec1 wrote:

    This is why people with zero experience with sov warfare should not be in this thread.


    This is wrong. The fact that you do not find the current, broken sov system interesting and worth getting invested in should not exclude you from commenting on the new system, which will hopefully repair some of that brokenness. Otherwise the only feedback will be from people who find the current system acceptable.


    When have we ever said we find the current situation acceptable?

    You actions state that you find the current situation acceptable - you do sov currently. Acceptable means it is good enough to participate in. This does not mean there is no room for improvement. 'Unacceptable' means that you do not think the current system is enjoyable or rewarding enough to participate in.

    Hence, you find the current system acceptable.

    Zappity's Adventures for a taste of lowsec and nullsec.

    Lena Lazair
    Ministry of War
    Amarr Empire
    #1399 - 2015-03-12 06:49:36 UTC
    FT Diomedes wrote:
    Why is this important? Because only large blocs will be able to seriously attack another large bloc using Trollsov. If they choose not to attack each other, because REASONS, then we are left with a Trollsov system that is even worse for small groups (who can be trolled by all and sundry) and Nullsec will still appear stagnant on the sov front. But is Eve actually stagnant right now?


    Not only is this important, it's fundamental. However, the idea that ANY large bloc would be able to refrain from attacking each other once trollsov goes live is simply laughable. The decision will no longer be in the hands of bloc leaders because it will no longer be relegated to a relatively small group of cap pilots flying ships very few people can afford to individually lose without SRP/alliance support.

    The decision will be made by line members flying cheap subcaps doing serious sov damage and/or provoking routine fights with formerly blue neighbors because they are bored and tired of stagnant null. The moment they realize that standings the diplos have set mean squat, 80% of coalition PvP pilots will be rolling the sov of anyone not wearing their alliance tag. And there's nothing their alliance can do to prevent this. Kicking these folks will merely serve to weaken that alliance's ability to defend sov while simultaneously adding to the numbers of ronin intimately familiar with local geography. Each and every one of them capable of contesting sov in a relatively meaningful way and now pissed at the alliance that just kicked them merely for the desire of finding fights nearby with groups they mostly already don't like.

    Probably the funniest part of this change is the number of people that seem to have forgotten their alliances are NOT made up predominantly of people with capital ships or the budget to lose those ships on their own whims. Pilots who don't actually need or care about 20m ratting ticks in a Nyx with perfect IHUB upgrades in a system. These are the faceless line members making up a huge portion of your numbers that will suddenly have the tools to contest sov whenever they want in the cheapest ships available; SRP and diplos be damned. Goon core should do well as usual, BRAVE, etc., but everyone better be taking a serious look at their demographics if you think you will have ANY chance to control who your line members are attacking once this change goes live.

    And best of all, if this DOESN'T happen, it will expose baldly the lie of nullbears claiming that they are tired of stagnant null. It will be in the hands of each and every 2 month old pilot with a hangar of subcaps to vote with their sovlasers, so to speak, as to whether or not null should remain blue and stagnant. Bloc leaders will have pretty much no say in this choice.
    Miner Hottie
    The Scope
    Gallente Federation
    #1400 - 2015-03-12 07:27:57 UTC  |  Edited by: Miner Hottie
    Zappity wrote:
    baltec1 wrote:
    Zappity wrote:
    baltec1 wrote:

    This is why people with zero experience with sov warfare should not be in this thread.


    This is wrong. The fact that you do not find the current, broken sov system interesting and worth getting invested in should not exclude you from commenting on the new system, which will hopefully repair some of that brokenness. Otherwise the only feedback will be from people who find the current system acceptable.


    When have we ever said we find the current situation acceptable?

    You actions state that you find the current situation acceptable - you do sov currently. Acceptable means it is good enough to participate in. This does not mean there is no room for improvement. 'Unacceptable' means that you do not think the current system is enjoyable or rewarding enough to participate in.

    Hence, you find the current system acceptable.


    You are myopic.

    The system is unacceptable because you can hold and control sov without living in it or very close to it. The fact we "do it properly by living in our sov" doesn't imply it is acceptable or right at all. I find the panel damage on my car unacceptable, doesn't stop me driving it to work every day.

    Ninja edit: I find the inability of people to understand why troll interceptors are overpowered to be unacceptable. Doesn't stop me posting about it or using them if they make it on to TQ as is.

    It's all about how hot my mining lasers get.