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Dev blog: Politics by Other Means: Sovereignty Phase Two

First post First post First post
Author
Skia Aumer
Planetary Harvesting and Processing LLC
#3821 - 2015-03-12 13:57:49 UTC
Andrea Keuvo wrote:
Skia Aumer wrote:
As the change decouples different sov structures form each other - why dont we have different capture mechanics for each of them?

1. I suggest the TCU should be captured in sort of a style used currently. Plant SBUs, wait 3 hours, then reinforce TCU in shield, then in armor, etc. A lot of people love blob warfare. And it's a selling point of EVE.

2. IHUBs can be captured with Entosis Link, alright.

3. Stations - let's be creative here. Do you remember the "Null Deal"? One of its points was to install NPC stations everywhere. What if instead, I could dock at sov stations? Let's say the alliance could anchor a structure called "auxiliary docking service" which costs like ~100 mil ISK and has ~1 mil EHP. As long as my alliance has auxiliary docking service near a station - I can dock in it. Of course, sov owner can dock regardless, and their allies as well.


Why would you make the ihub easier to capture than the TCU when it is the far more valuable and difficult to replace structure?

I just want to see diversity. I want to see place for capital fights in new sov warfare.
Swap construction costs and freighter requirements, whatever.
Elenahina
Federal Navy Academy
Gallente Federation
#3822 - 2015-03-12 14:24:31 UTC
FT Diomedes wrote:
Erasmus Grant wrote:
When are they going to redo moons to where they're not only in the hands of the largest and most powerful pvp communities. I cannot even get a days siphoning done on a remote moon because of API data. . . I want to have just as easy source of ISK for my 30 man corp has that 300+ alliance/corp has


300+ is a tiny alliance.


What is smaller than tiny?

Eve is like an addiction; you can't quit it until it quits you. Also, iderno

Rena'Thras
Aliastra
Gallente Federation
#3823 - 2015-03-12 14:31:46 UTC
Sgt Ocker wrote:
Rena'Thras wrote:
Another note on the vulnerability window:

A friend of mine put it very elegantly - This completely destroys the concept of a sandbox more than any other single change in the history of Eve.

.

At first I disputed his claim...but then I found I couldn't actually think of any other anti-sandbox change in Eve of this magnitude, and had to submit that he's right. I tend to dislike hyperbole, but I had to concede the point.

This change directly prevents sandbox/chaos theory random events from happening because it places an artificial, hard coded (to the mechanics set) rule that prevents interactions from occurring. That is, in the absence of it, Sov interactions can occur at any time and place - hence the sandbox. But once implemented, it presents an (more) artificial wall in the sandbox, a gatekeeper, saying you can only play with this part of the sandbox between the hours of 1400 and 1800.

.

So while my initial opposition to it was based on lore reasons (my forementioned "wtf" factor), I now also oppose it on the grounds of it being yet another policeman in the sandbox directing the children at play.

Considering that's one of the three major draws of Eve (space game, sandbox/shared universe, geopolitics), that's very unfortunate. It's one of the main things that gives Eve its appeal! Not a good thing to take away.

Just another to add to the ever growing list of limitations placed on the "sandbox" nature of Eve.
Arrow Jump range nerfs
Arrow Fatigue
Arrow Home System Clones

and the biggest nerf ever introduced to Eve ArrowArrow CCP Fozzie


No see, I'm trying to offer CONSTRUCTIVE criticism. Honestly, I have no major issues with those changes you listed.

Jump Range Nerfs - were necessary. IRL, the USA can't teleport their Carrier strike groups around the planet at a moment's notice. They have to prestige, pick what areas they think are most in need of the assets on, potentially, the shortest time scales (where will they need them in situations where they don't have days to wait for them to get on station), based, supply lines, etc.

The fact that we're seeing more small scale engagements, use of Dreads, and more overall activity in several parts of Null that were previously within range of being hot dropped. So this change I would chalk up as good.

.

Fatigue - is kind of like the vulnerability window. That is, a problem that requires a solution, but this is a clunky and awkward solution. As people have said, the fatigue should've on the ship not the pilot, though that would be more difficult to code. Likewise, it should not effect sub spa traveling through bridges. And it causes a similar problem to Raid lockouts in fantasy MMOs where you have players having to coordinate their timers as well as their online time.

Again, a clunky mechanic. The problem requires a solution, but this is not the BEST solution.

.

Home System Clones - I...don't get why this is even a problem(?) I think the CD could be a little lower 40 days or something, but I don't get how this system is a problem at all.

.

Anyway, if you want to contribute to meaningful change, you should be balanced and rational in your criticisms, note problems you have with the systems and why, and when you have ideas, propose them. You also need to be constructive even with criticizing.

This is what I've attempted to do, at least. -shrug-

...now watch them completely disregard all that I've said, lol
Philip Ogtaulmolfi
We are not bad. Just unlucky
#3824 - 2015-03-12 16:26:21 UTC
Thinking a bit more about how this is going to work, I'm not sure this is going to make room for new entities in null.

Probably the standard unit of sovereignity is going to be the constellation, inhabited by a corporation.

If you are small, you will only have one developed system, while trying to proyect enough force over the rest of the constelation, to avoid uncomfortable neigbours and to be able to have some control during the nodes battle.

But if your organization is large enough, you will probably develop the whole constelation, while projecting force over the neighbouring ones to keep a defensive buffer.

So, I expect a big alliance like Brave taking control of around 35 constellations, with 400 people in each one, while keeping empty constellations between them, say another one. So they will efectively control/negate to others, something like 70 constellations.

The Goons now have sovereignity in 38 different constellations, so I dont think they will need to reduce their footmark, only reduce a little the number of system where they have sovereignity.

And the renters will just live in the empty systems, so they can be protected of attacking fleets and just send one member at the end of the carnage to flip the nodes.

The new rules will provide a lot more good fights, but the players will be the same.
Alavaria Fera
GoonWaffe
#3825 - 2015-03-12 17:44:17 UTC
Philip Ogtaulmolfi wrote:
Thinking a bit more about how this is going to work, I'm not sure this is going to make room for new entities in null.

Probably the standard unit of sovereignity is going to be the constellation, inhabited by a corporation.

If you are small, you will only have one developed system, while trying to proyect enough force over the rest of the constelation, to avoid uncomfortable neigbours and to be able to have some control during the nodes battle.

But if your organization is large enough, you will probably develop the whole constelation, while projecting force over the neighbouring ones to keep a defensive buffer.

So, I expect a big alliance like Brave taking control of around 35 constellations, with 400 people in each one, while keeping empty constellations between them, say another one. So they will efectively control/negate to others, something like 70 constellations.

The Goons now have sovereignity in 38 different constellations, so I dont think they will need to reduce their footmark, only reduce a little the number of system where they have sovereignity.

And the renters will just live in the empty systems, so they can be protected of attacking fleets and just send one member at the end of the carnage to flip the nodes.

The new rules will provide a lot more good fights, but the players will be the same.

But at least a bunch of random systems will be taken by sov trolls and then flipped back or whatever, making a lot of sov changes show up on the sov map

so op success. Not like it did anythung, but hey sov was "shaken up", so op success.


Apparently fatigue led to more gate jumps, so that also was a 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 ?

HarlyQ
harlyq syrokos investment station
#3826 - 2015-03-12 17:44:35 UTC
Rena'Thras wrote:
Sgt Ocker wrote:
Rena'Thras wrote:
Another note on the vulnerability window:

A friend of mine put it very elegantly - This completely destroys the concept of a sandbox more than any other single change in the history of Eve.

.

At first I disputed his claim...but then I found I couldn't actually think of any other anti-sandbox change in Eve of this magnitude, and had to submit that he's right. I tend to dislike hyperbole, but I had to concede the point.

This change directly prevents sandbox/chaos theory random events from happening because it places an artificial, hard coded (to the mechanics set) rule that prevents interactions from occurring. That is, in the absence of it, Sov interactions can occur at any time and place - hence the sandbox. But once implemented, it presents an (more) artificial wall in the sandbox, a gatekeeper, saying you can only play with this part of the sandbox between the hours of 1400 and 1800.

.

So while my initial opposition to it was based on lore reasons (my forementioned "wtf" factor), I now also oppose it on the grounds of it being yet another policeman in the sandbox directing the children at play.

Considering that's one of the three major draws of Eve (space game, sandbox/shared universe, geopolitics), that's very unfortunate. It's one of the main things that gives Eve its appeal! Not a good thing to take away.

Just another to add to the ever growing list of limitations placed on the "sandbox" nature of Eve.
Arrow Jump range nerfs
Arrow Fatigue
Arrow Home System Clones

and the biggest nerf ever introduced to Eve ArrowArrow CCP Fozzie


No see, I'm trying to offer CONSTRUCTIVE criticism. Honestly, I have no major issues with those changes you listed.

Jump Range Nerfs - were necessary. IRL, the USA can't teleport their Carrier strike groups around the planet at a moment's notice. They have to prestige, pick what areas they think are most in need of the assets on, potentially, the shortest time scales (where will they need them in situations where they don't have days to wait for them to get on station), based, supply lines, etc.

The fact that we're seeing more small scale engagements, use of Dreads, and more overall activity in several parts of Null that were previously within range of being hot dropped. So this change I would chalk up as good.

.

Fatigue - is kind of like the vulnerability window. That is, a problem that requires a solution, but this is a clunky and awkward solution. As people have said, the fatigue should've on the ship not the pilot, though that would be more difficult to code. Likewise, it should not effect sub spa traveling through bridges. And it causes a similar problem to Raid lockouts in fantasy MMOs where you have players having to coordinate their timers as well as their online time.

Again, a clunky mechanic. The problem requires a solution, but this is not the BEST solution.

.

Home System Clones - I...don't get why this is even a problem(?) I think the CD could be a little lower 40 days or something, but I don't get how this system is a problem at all.

.

Anyway, if you want to contribute to meaningful change, you should be balanced and rational in your criticisms, note problems you have with the systems and why, and when you have ideas, propose them. You also need to be constructive even with criticizing.

This is what I've attempted to do, at least. -shrug-

...now watch them completely disregard all that I've said, lol

The US does not need to teleport their carriers anywhere you forget about the long range strike packages the SUPERS offer.
Alavaria Fera
GoonWaffe
#3827 - 2015-03-12 18:00:26 UTC  |  Edited by: Alavaria Fera
ICBMs still take a while to destroy the hell out of the other guys

Where did our remote aoe doomsdays go again

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 ?

Aiyshimin
Shiva Furnace
#3828 - 2015-03-12 19:05:57 UTC
kk guys, once you get past the highly speculative trollceptor rabblerabble and timezone range, you'll realize just how amazing the actual command node capture event is. The constellation spread and node dynamics open up opportunities for a much more varied landscape of tactics, leading to days of high-octane PVP fun.

FT Diomedes
The Graduates
#3829 - 2015-03-12 20:20:53 UTC  |  Edited by: FT Diomedes
Aiyshimin wrote:
kk guys, once you get past the highly speculative trollceptor rabblerabble and timezone range, you'll realize just how amazing the actual command node capture event is not. The constellation spread and node dynamics open up opportunities for a much more varied landscape of weaponized boredom and frustration leading to new levels of self-induced stagnation and soul-destroying misery.



FYP.

Those who cannot currently organize themselves enough to hold space in Eve under existing mechanics will be no more successful in the new system.

War is a contest of two opposing wills and the side who gives in first loses. That doesn't make for a very good game, but that is how it has played out in Eve for as long as I have been playing it. Opponents are very rarely beaten physically - i.e. to the point where they have no more ships to fly or territory to contest. They are almost always beaten psychologically long before they reach that point. Only a few organizations have the morale to fight to the last ship - most will give up or failure cascade long before that point.

Weeks of AFK camping, followed by a few rounds of troll pinging, followed by an overwhelming assault once you have crushed the opponents' morale and desire to log in will still be the best way to capture space. That doesn't make for a very fun game, so most of the time, it is in everyone's best interest not to engage in massive sovereignty fights between the great powers.

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

Skia Aumer
Planetary Harvesting and Processing LLC
#3830 - 2015-03-12 21:02:12 UTC
FT Diomedes wrote:
Opponents are very rarely beaten physically - i.e. to the point where they have no more ships to fly or territory to contest. ...most will give up or failure cascade long before that point.

Dont you think that this point makes the whole sov revamp if not useless, but at least very dubious? The main goal was, and I quote: "Goal #1: As much as possible, ensure that the process of fighting over a star system is enjoyable and fascinating for all the players involved" The experience shows - sov defenders dont want good fights. They want sov at all costs. And that means they will take any opportunity to ruin the game of their opponents. Attackers of course will return the favor.

So if the whole premise is wrong - then what the hell are we discussing?
Alavaria Fera
GoonWaffe
#3831 - 2015-03-12 21:50:05 UTC
Skia Aumer wrote:
FT Diomedes wrote:
Opponents are very rarely beaten physically - i.e. to the point where they have no more ships to fly or territory to contest. ...most will give up or failure cascade long before that point.

Dont you think that this point makes the whole sov revamp if not useless, but at least very dubious? The main goal was, and I quote: "Goal #1: As much as possible, ensure that the process of fighting over a star system is enjoyable and fascinating for all the players involved" The experience shows - sov defenders dont want good fights. They want sov at all costs. And that means they will take any opportunity to ruin the game of their opponents. Attackers of course will return the favor.

So if the whole premise is wrong - then what the hell are we discussing?

You can't really win as the other side can regroup etc... if anothing else, groups have gone to npc null (or even highsec?) and then returned... with varying successes, of course. The only real way to remove someone as a threat is to make them not play anymore.

The goal, ironically, is dead against the optimal strategy for most eve conflicts. (You don't even really need threatening enemies, anyone will do for farming "content"). Is it achieveable? Perhaps.

But CCP all all groups trying to force us to have fun and being successful... ahh well you can see we're already figuring out the best ways to adapt the new landscape to carry out the optimal strategy.

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
#3832 - 2015-03-12 21:51:46 UTC
Despite what people think, winning is less of overblown "take over all of null" but more like "no serious threats left & endless farming of content".

One may change the nature of threats (by removing them via bore offs), but it's probably easier to change the nature of content (which in some places, sov trolling is content so you can do both at once)

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 ?

Sgt Ocker
What Corp is it
#3833 - 2015-03-12 22:38:01 UTC
HarlyQ wrote:
Rena'Thras wrote:
Sgt Ocker wrote:
Rena'Thras wrote:
Another note on the vulnerability window:

A friend of mine put it very elegantly - This completely destroys the concept of a sandbox more than any other single change in the history of Eve.

.

At first I disputed his claim...but then I found I couldn't actually think of any other anti-sandbox change in Eve of this magnitude, and had to submit that he's right. I tend to dislike hyperbole, but I had to concede the point.

This change directly prevents sandbox/chaos theory random events from happening because it places an artificial, hard coded (to the mechanics set) rule that prevents interactions from occurring. That is, in the absence of it, Sov interactions can occur at any time and place - hence the sandbox. But once implemented, it presents an (more) artificial wall in the sandbox, a gatekeeper, saying you can only play with this part of the sandbox between the hours of 1400 and 1800.

.

So while my initial opposition to it was based on lore reasons (my forementioned "wtf" factor), I now also oppose it on the grounds of it being yet another policeman in the sandbox directing the children at play.

Considering that's one of the three major draws of Eve (space game, sandbox/shared universe, geopolitics), that's very unfortunate. It's one of the main things that gives Eve its appeal! Not a good thing to take away.

Just another to add to the ever growing list of limitations placed on the "sandbox" nature of Eve.
Arrow Jump range nerfs
Arrow Fatigue
Arrow Home System Clones

and the biggest nerf ever introduced to Eve ArrowArrow CCP Fozzie


No see, I'm trying to offer CONSTRUCTIVE criticism. Honestly, I have no major issues with those changes you listed.

Jump Range Nerfs - were necessary. IRL, the USA can't teleport their Carrier strike groups around the planet at a moment's notice. They have to prestige, pick what areas they think are most in need of the assets on, potentially, the shortest time scales (where will they need them in situations where they don't have days to wait for them to get on station), based, supply lines, etc.

The fact that we're seeing more small scale engagements, use of Dreads, and more overall activity in several parts of Null that were previously within range of being hot dropped. So this change I would chalk up as good.

.

Fatigue - is kind of like the vulnerability window. That is, a problem that requires a solution, but this is a clunky and awkward solution. As people have said, the fatigue should've on the ship not the pilot, though that would be more difficult to code. Likewise, it should not effect sub spa traveling through bridges. And it causes a similar problem to Raid lockouts in fantasy MMOs where you have players having to coordinate their timers as well as their online time.

Again, a clunky mechanic. The problem requires a solution, but this is not the BEST solution.

.

Home System Clones - I...don't get why this is even a problem(?) I think the CD could be a little lower 40 days or something, but I don't get how this system is a problem at all.

.

Anyway, if you want to contribute to meaningful change, you should be balanced and rational in your criticisms, note problems you have with the systems and why, and when you have ideas, propose them. You also need to be constructive even with criticizing.

This is what I've attempted to do, at least. -shrug-

...now watch them completely disregard all that I've said, lol

The US does not need to teleport their carriers anywhere you forget about the long range strike packages the SUPERS offer.

Rena;
I have made suggestions and posted my opinions, since about page 6 of this thread. Posting the same thing over and over gets tiresome so I added to your post without adding my ideas for decent change AGAIN.
The things I added are all limiting players ability to play the game in one way or another, some more than others.


NB: You do know how "home system clones" work, don't you?
You lose sov - you have 1 of 2 choices, join the corp who now owns sov or move your clone to highsec "for a year".

These new mini games combined with other recent changes are going to succeed in 1 thing only - Large tracts of vacant sov. Really no point taking sov in, for example, Delve, if your "home clone" is in Branch for the next 9 months

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.

Aurumfault Shiptoaster
Blood Oath Foundation
#3834 - 2015-03-13 00:01:08 UTC
Sgt Ocker wrote:


NB: You do know how "home system clones" work, don't you?
You lose sov - you have 1 of 2 choices, join the corp who now owns sov or move your clone to highsec "for a year".

These new mini games combined with other recent changes are going to succeed in 1 thing only - Large tracts of vacant sov. Really no point taking sov in, for example, Delve, if your "home clone" is in Branch for the next 9 months


Or set your home clone in Delve by docking there? The 1/year restriction is only for remotely setting a clone. Am I missing something?

Large tracts of vacant sov does seem like a possibility, but not for this reason.

Sgt Ocker
What Corp is it
#3835 - 2015-03-13 01:28:14 UTC
Aurumfault Shiptoaster wrote:
Sgt Ocker wrote:


NB: You do know how "home system clones" work, don't you?
You lose sov - you have 1 of 2 choices, join the corp who now owns sov or move your clone to highsec "for a year".

These new mini games combined with other recent changes are going to succeed in 1 thing only - Large tracts of vacant sov. Really no point taking sov in, for example, Delve, if your "home clone" is in Branch for the next 9 months


Or set your home clone in Delve by docking there? The 1/year restriction is only for remotely setting a clone. Am I missing something?

Large tracts of vacant sov does seem like a possibility, but not for this reason.


Your right, my bad. It has been a while since I moved a clone.

My position on large tracts of valueless, hence empty, sov remains.

The only good thing to come out of the proposed changes so far is; CCP has acknowledged there is a need for change.
The stated goals are good but everything else needs to be thrown out and start over.

My suggestion would be to scrap the mini game concept (Sov War is not FW).
Grinding an ihub is something many like to do, just not with a minimum requirement of 1,000 in fleet. (reduce overall EHP on major structures)
Timers are important but need to be shorter, say a maximum of 36 hours instead of 48 (Prime Time is not the answer)

Sov needs to be worth taking and holding and not just for the big alliances who own moons etc.
All vacant sov should be set to 0.1 and only improve to true sec via actions taken whilst sov is held. This is then tied to defensive capabilities. Improving True sec, can only be achieved by the alliance who holds sov. So bringing in 2,000 allies to get sec down is not an option as anything they do does not count toward true sec.

Newly taken sov needs to have a cooldown of at least 7 days to allow the alliance that has taken it to get some sort of defensive capability into the ihub. Players can be attacked but structures remain invulnerable for the 1st 7 days.
If CCP is serious about unaligned smaller alliances being able to take and hold sov, it needs to be system based not constellation.

Entosis link (could be good if introduced correctly)
T1 - Battle Cruiser and Carrier
T2 - Command Ship and Super.

If you really want the Entosis link to be a conflict driver, make it operate like a Bastion module, 1 min cycle time, immobilizes the ship while it is active and adds the same defensive capabilities as per the Bastion module. (no remote assistance)

Income earning in Sov.,. It needs to be a relatively hard place to survive and if sec status is tied to sov ownership, your earning potential increases the more you use your sov.

Taking sov should be a meaningful thing. Planting your flag is only the beginning of the journey.

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.

FT Diomedes
The Graduates
#3836 - 2015-03-13 02:37:38 UTC  |  Edited by: FT Diomedes
Skia Aumer wrote:
FT Diomedes wrote:
Opponents are very rarely beaten physically - i.e. to the point where they have no more ships to fly or territory to contest. ...most will give up or failure cascade long before that point.

Dont you think that this point makes the whole sov revamp if not useless, but at least very dubious? The main goal was, and I quote: "Goal #1: As much as possible, ensure that the process of fighting over a star system is enjoyable and fascinating for all the players involved" The experience shows - sov defenders dont want good fights. They want sov at all costs. And that means they will take any opportunity to ruin the game of their opponents. Attackers of course will return the favor.

So if the whole premise is wrong - then what the hell are we discussing?


This may not be the most popular opinion, but yes, I think the whole premise is wrong.

Holding 0.0 space should be a lot more than sitting on a tether waiting to play whack-a-mole. A lot goes into running a successful space empire. I need not elaborate on that here, as everyone who knows anything about it is already familiar with the amount of work required. As such, it should not be easy to take away that space. It should require a reasonable effort to take the space. I do not believe Trollsov really requires a reasonable effort to take space. This will ultimately mean that owning space becomes even more the exclusive club of those who can do so despite the system being unbalanced in favor of the offense.

Faction Warfare does not represent real loss or gain - whether your side wins or loses, the map will not change. Both sides will make a great deal of ISK just by participating in Faction Warfare. Players will flip-flop back and forth just to make more ISK. It is therefore an invalid model for sovereign 0.0 space, which is about long term commitment to a group and making long term investments in space.

Sovereign 0.0 space should not flip-flop back and forth. Major warfare should be a serious commitment. The normal mode in 0.0 should be constant border raiding, but not constant existential threats.

The fundamental problem with Eve right now is Supercapitals. The ability to build Supercapitals is one of the only benefits to owning 0.0 space. Everything else you can do in 0.0 can be done somewhere else with less trouble and less risk.

The problem is, of course, that Supercapitals can only be built in sovereign 0.0 space. Since building them requires space ownership, the sov system should not require them to take and hold space. That needs to change. The solution is not to let them be built in low sec or NPC 0.0. If that happened, that is the only place people would build them, for a variety of reasons.

So, it is clear that Supercapitals need to go. Making them useless, giant command ships, as CCP Fozzie has suggested, is not the path to take. At best, make Supercarriers into slightly more powerful Carriers (Carriers carry Fighters, Supercarriers carry more Fighters and get Fighterbombers, neither gets drones, but I digress). That would revitalize lots of old accounts who are otherwise in a stasis situation of "break glass in case of war." At worse, remove them completely and reimburse all the things.

The only other benefit to holding 0.0 space is that you can build your own sandcastle. It won't look much different than all the other sandcastles, but it will be yours. And it takes a tremendous amount of work to build it and maintain it.

Without Supercapital dominance, it takes a great deal of effort to take and defend 0.0 space. This is fine, so long as the offense and defense are balanced, and successful offense means risking valuable things in space, then things will be good.

CCP should be looking at why and how people live in Sovereign 0.0 space. I don't think they have really done their homework on this one (if they have, they sure have not showed their work). They do not seem to understand how much work goes into living there. Clearly, it may not be as much effort as living in a WH, but the amount of people who have stuff at risk is far higher. And the ease of moving in an eviction force is much easier in Sovereign 0.0 space than it is in a WH.

I think CCP should accept, as a premise, that capital fleets are a PART of the basic requirements for taking and holding 0.0 space. They should rebalance sovereign space 0.0 around the idea that strong capital fleets are a requirement for successful offense and defense.

The other thing they need to do is balance out the map some. The east needs some NPC 0.0. This would be good for both offense, as a staging area to attack the space, and for defense, as a place to evacuate to if you lose. It would also be good for the day-to-day risk, as it gives a good staging base for the kinds of local raids that keep day-to-day life vibrant in the West.

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

Carniflex
StarHunt
Mordus Angels
#3837 - 2015-03-13 04:45:01 UTC
FT Diomedes wrote:

Those who cannot currently organize themselves enough to hold space in Eve under existing mechanics will be no more successful in the new system.

War is a contest of two opposing wills and the side who gives in first loses. That doesn't make for a very good game, but that is how it has played out in Eve for as long as I have been playing it. Opponents are very rarely beaten physically - i.e. to the point where they have no more ships to fly or territory to contest. They are almost always beaten psychologically long before they reach that point. Only a few organizations have the morale to fight to the last ship - most will give up or failure cascade long before that point.

Weeks of AFK camping, followed by a few rounds of troll pinging, followed by an overwhelming assault once you have crushed the opponents' morale and desire to log in will still be the best way to capture space. That doesn't make for a very fun game, so most of the time, it is in everyone's best interest not to engage in massive sovereignty fights between the great powers.


In my experience the current system is not really anymore about will at its core but about having a critical supercapital mass. You can be willing to fight tooth and nail for your sov but under the current system if you do not have the supercapital blanket there is little you can do about it.

A entity with sufficient number of supercaps can hold an empty system currently by doing about 4 ops a month (final timers) for keeping it.

A new system is better in that regard. A smallish entity willing to fight for its space has a possibility of clinging into a system or two as actually keeping these systems would require a daily presence from the contestant. A large supercapital heavy entity still has an option to nuke the POS towers when ever feeling like it.

Here, sanity... niiiice sanity, come to daddy... okay, that's a good sanity... THWONK! GOT the bastard.

Alavaria Fera
GoonWaffe
#3838 - 2015-03-13 05:07:52 UTC  |  Edited by: Alavaria Fera
Carniflex wrote:
In my experience the current system is not really anymore about will at its core but about having a critical supercapital mass. You can be willing to fight tooth and nail for your sov but under the current system if you do not have the supercapital blanket there is little you can do about it.

A entity with sufficient number of supercaps can hold an empty system currently by doing about 4 ops a month (final timers) for keeping it.

A new system is better in that regard. A smallish entity willing to fight for its space has a possibility of clinging into a system or two as actually keeping these systems would require a daily presence from the contestant. A large supercapital heavy entity still has an option to nuke the POS towers when ever feeling like it.

And thus, when you have the sov lasers, sov will be more than just an option on the table for moa, right? I mean you are willing to fight tooth and nail, but aaah supercap what can we do?!?! Thankfully the NPCs in your home station won't lose it or deny you access even though there's some sort of hilarious camp just outside the station.

That endless optimism, it can only come from massadeath

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
#3839 - 2015-03-13 05:12:47 UTC  |  Edited by: Alavaria Fera
FT Diomedes wrote:
I think CCP should accept, as a premise, that capital fleets are a PART of the basic requirements for taking and holding 0.0 space. They should rebalance sovereign space 0.0 around the idea that strong capital fleets are a requirement for successful offense and defense.

This would be relevant before we got tons of caps** and supercaps***, now it's all about how can people with them be ended.

** see: wreckingball theory of carrier use (before a certain massive supercap battle)

*** see: isk-on-field theory of supercap battles (before a certain massive supercap battle)

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 ?

HarlyQ
harlyq syrokos investment station
#3840 - 2015-03-13 06:00:27 UTC
Carniflex wrote:
FT Diomedes wrote:

Those who cannot currently organize themselves enough to hold space in Eve under existing mechanics will be no more successful in the new system.

War is a contest of two opposing wills and the side who gives in first loses. That doesn't make for a very good game, but that is how it has played out in Eve for as long as I have been playing it. Opponents are very rarely beaten physically - i.e. to the point where they have no more ships to fly or territory to contest. They are almost always beaten psychologically long before they reach that point. Only a few organizations have the morale to fight to the last ship - most will give up or failure cascade long before that point.

Weeks of AFK camping, followed by a few rounds of troll pinging, followed by an overwhelming assault once you have crushed the opponents' morale and desire to log in will still be the best way to capture space. That doesn't make for a very fun game, so most of the time, it is in everyone's best interest not to engage in massive sovereignty fights between the great powers.


In my experience the current system is not really anymore about will at its core but about having a critical supercapital mass. You can be willing to fight tooth and nail for your sov but under the current system if you do not have the supercapital blanket there is little you can do about it.

A entity with sufficient number of supercaps can hold an empty system currently by doing about 4 ops a month (final timers) for keeping it.

A new system is better in that regard. A smallish entity willing to fight for its space has a possibility of clinging into a system or two as actually keeping these systems would require a daily presence from the contestant. A large supercapital heavy entity still has an option to nuke the POS towers when ever feeling like it.

I wonder how long it will take you to notice how the NEW system really works or I should say will work.