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[New structures] Observatory Arrays and Gates

First post First post First post
Author
Lena Lazair
Ministry of War
Amarr Empire
#181 - 2015-03-25 17:31:45 UTC
Cade Windstalker wrote:
Part of the reason high-sec corps don't have assets worth fighting for is because it's so easy to prosecute a high-sec war though. There are high-sec corps with assets, but they're big enough to defend them most of the time, and it's not worth it for the majority of corps big enough to deal with them to try, because they have other more fun/lucrative things to do than grind down a POS.


There is VERY little incentive to own a POS in high-sec; even less than before. And the few reasons that DO exist now tend to be even easier to tear down trivially in order to dec-dodge. The only other high-sec asset one might choose to defend is a POCO, and they have, in fact, generated some valid wars as a result. However they simply don't provide enough benefit across the entirety of high-sec to be a strong driver except around Jita.

Yes, grief deccing is a thing and will continue to be a thing. I'm not proposing a single change to the wardec mechanic itself. I don't think it needs fixing; I'm perfectly fine with regular corps being able to dec-dodge trivially and don't want to take that away.

All I'm saying is these new structures present a great opportunity to provide permanent, worthwhile-to-defend assets for high-sec corps that would promote a valid use for high-sec wardecs that isn't just griefing newbies in E-UNI. And that's fine; whatever reward these structures provide should be balanced by the risk of having to defend it if you get dec'd rather than just dec-dodging. If a corp doesn't want to have to deal with that risk, they don't need to build these new structures.

Also note that I'm assuming these structures will be using e-link capture mechanics as described for sov. This changes the landscape of high-sec "structure-control-warfare" considerably, and generally speaking would strongly favor a corp like E-UNI because they can swarm the field with T1 ships and e-links.

Which is kind of the point... active corps with lots of pilots should have excellent opportunity to defend their in-space assets provided they are willing to undock a fleet that can defend the grid of their structures (or win the control-node contest) for their primetime window. And likewise in reverse; it should be trivial to capture structures/assets that corps are NOT willing to defend. Whether high, low, or null shouldn't really be affecting this basic premise and appropriate choice of ownership transfer mechanics around these structures combined with the e-link changes would actually allow highsec wardecs to function as-intended with no changes to the wardecs at all.
Tessaline
Sharknado Generation
#182 - 2015-03-25 17:31:49 UTC
I put this in the original Back Into Structure thread, but am moving it here since it is the better place for it.

I really like the main proposal. The only thing that I would like to add is to have structures like Gates and Observatories influence Local. If I were to go through the monumental effort of constructing a Stargate, I'd want it to only relay who is in the system to the people holding Sov... I'd also want to be able to configure gates to disallow usage depending on their status with the Sov-holding alliance. This way I could set it so that all Gates going deeper into a large territory of mine would try to disallow unfriendly pilots from getting further. Of course that could be overcome with a small amount of time hacking or Entosis linking the gate or gate network.

Then, Observatories (and Cov. Ops. possibly) could be used to hack into the Local feed to provide local to pilots in the same fleet or alliance. Actually, offensive observatories sounds like a logistical nightmare... So I think a better option would be to have system Stargates and Observatories hackable with the new Entosis Link. As long as POSs can't be anchored too closely to those two "sensitive" structures, I feel it could be a good mechanic.
Cade Windstalker
#183 - 2015-03-25 18:01:45 UTC
Lena Lazair wrote:
There is VERY little incentive to own a POS in high-sec; even less than before. And the few reasons that DO exist now tend to be even easier to tear down trivially in order to dec-dodge. The only other high-sec asset one might choose to defend is a POCO, and they have, in fact, generated some valid wars as a result. However they simply don't provide enough benefit across the entirety of high-sec to be a strong driver except around Jita.

...*stuff*...


The cost to benefit ratio is probably never going to be high enough in high-sec to drive serious conflict between high-sec entities simply because any entity that can push such conflict can do the same thing elsewhere for more profit, because high-sec should never be a lucrative as Low or Null if people are willing to put forth the risk.

As soon as high sec operations start to approach that level of profit they also become lucrative targets for belligerently minded high-sec entities, and if you can defend against them you can make a decent fight of it in Low or Null for vastly more return on a similar investment.

Also E-Uni is never going to be capable of mass fielding E-Links (or at least not inclined to do so) as long as the cost per ship is 40-80 mil just for the link. They may make an attempt at defending structures, but while E-Uni is a big organization it doesn't have the same kind of focused investment and organization of other similar sized entities. It has a lot of spread foci and a lot of affiliated pilots have limited interest in serious ship to ship PvP.

Styphon the Black wrote:
If you don't understand how this would give SOV empires an advantage by being able to slow down attacking ships/fleets I will explain it.

Lets say the SOV alliance holds 5 systems all in a line of systems that link one to the other (a pipe). This SOV alliance does most of its industry, ratting, mining, anomalies etc.. in this furthest system from the entry point into the pipe. They have also placed this gates in every system they control. The have left the major industry system uneffected and warp speed travel is normal. However, all other systems they have brought warp speed down to a crawl.

So the attacking ship/fleet at the entry point will have all their progress slowed while trying to warp gate-to-gate. Those all the SOV alliance needs to do is have a spy in the first system at the beginning of the pipe and the SOV alliance will be able to warn its players to dock up or get prepared for combat and camp the gate.

The attacking ship/fleet could destroy each of these gates one-by-one but that would just further the time it takes to get into the target system and also allow for the SOV alliance to get defenders ready.

This is way too much of a benefit for the defending SOV. Especially in regard to small gangs or solo players hunters.

You will never see players ships get destroyed unless they want them too. This will reduce the amount of things blowing up in nullsec and will eventually effect market prices over the long run. Since null will become safer for nullsec alliances to operate. Allowing a stockpile of materials and industry goods since less ships and mods will need to be replaced.

Anything that makes nullsec safer or easier to hold is bad for EVE economy.


This is a ridiculously specific situation that hands every imaginable advantage to the defending party, and it can be assumed that such lucrative space would attract serious threats who are capable of working around such defenses given enough time, effort, and people unless the defenders are willing to make just as serious an effort to hold onto their space.

Plus, if the majority of activity is in that rear system then the others are going to be easier to take, which allows a determined attacker to simply eat one system at a time until the tail end system is undefended and the attackers control the rest of the constellation.

It also makes one huge assumption that is easily fixed, namely that the effect on warp speed from these upgrades is going to be significant enough to confer an overwhelming advantage to the defender, and that there is no available counter the attackers can employ. This is rather easily fixed. Simply don't make the bonus that large, or allow the attackers some kind of counter-play, such as hacking the star-gates to allow their ships to pass through quickly as well.

Since one of the stated goals of FozzieSov is to eliminate the kind of buffer zones you're describing here I don't see this as something that's likely to make it into the game as a viable situation, even if we ignore the ridiculously specific geographic requirements.
Sayod Physulem
Deep Core Mining Inc.
Caldari State
#184 - 2015-03-25 18:39:30 UTC
@ cade windstalker

But maybe you do not want to capture the systems - maybe you are just roaming and looking for a fight. E-Uni does such fleets only as we do not take part in SOV warfare. But how would a fleet of Unistas for example fight residents of Sov null if they do not want to? The speed advantage equals range control. And like in every 1v1 fight, if you can control the range you can control the fight. So only the Sov owners can choose if they want to fight or not.
And if the decision if a fight happens or not is one sided, it is not a fair mechanic. The sov owners will only fight when they have an advantage then, and else dock up.

This is also the exact same problem with local/afk cloaking. Residents always complain about the invulnerability of a cloaker. But they use another mechanic to be invulnerable too. They dock up. So if they can force the intruder to fight, shouldn't the intruder be able to force a fight as well?
So what about a undocking pulse? (additional to the uncloaking pulse?) Every active player can just redock - but the meanie-afk-station-sitters will die. Sounds familiar?

Giving one side the ability to choose is not a good mechanic. Both partys should be able to create a fight against the will of the other party. As an intruder you can do that with cloaking mechanics. As a defender you can do that with gate camps. And like the gate camp is nearly impossible to really avoid (you have to sacrifice a scout minimum) the cloaked gank is nearly impossible to avoid. So why is this not balanced?
Asuka Solo
I N E X T R E M I S
Tactical Narcotics Team
#185 - 2015-03-25 19:05:56 UTC
elitatwo wrote:
Lu Ziffer wrote:
Local as part of the observatory array?
This would increase the need to build it.


And if you would place them in a good way, you would have an early warning system for cloaky ganks.

With a grid like that you could search for tachyon emissions that would come from a cloaking device.. -wait, hold on that sounds familiar somehow


May he live long and prosper.

Eve is about Capital ships, WiS, Boobs, PI and Isk!

Zappity
New Eden Tank Testing Services
#186 - 2015-03-25 20:14:29 UTC
CCP Ytterbium wrote:
Interesting points, thanks - however, if possible, we would like to open up as many structures as possible for people not participating in Sovereignty warfare.

Why should we penalize players in high-security space by preventing them to anchor their own gates? If they're willing to pay, face the risk of having them attacked and maintenance of having them, I don't see why it should be for Sovereignty space only.

A large group of players willing to bypass Niarja by building a network of gates around it should be able to do so. Smugglers in low-sec, or FW pilots should be able to use their own gates to get a tactical edge over their opponents.

We may find out later that it may not be wise to do so for whatever design / technical reason, but we'd really like to keep the system as open-ended as possible for now until proven otherwise Pirate.

Absolutely! Please (please!) add a module that allows the owner to charge for gate use, i.e. a toll. This would lead to VERY interesting game play around creation and disruption of high speed toll ways which would be profitable for the owner but difficult to defend.

Ideally you should not get a criminal flag for attacking these and charges should be modifiable by corp membership, alliance membership and standings.

Red Frog or Push might be obvious builders but it could become quite emergent with someone like CODE investing in a Uedama bypass and then locking down the system tight for people who choose not to pay the toll!

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

Rowells
Blackwater USA Inc.
Pandemic Horde
#187 - 2015-03-25 20:16:16 UTC  |  Edited by: Rowells
Zappity wrote:
CCP Ytterbium wrote:
Interesting points, thanks - however, if possible, we would like to open up as many structures as possible for people not participating in Sovereignty warfare.

Why should we penalize players in high-security space by preventing them to anchor their own gates? If they're willing to pay, face the risk of having them attacked and maintenance of having them, I don't see why it should be for Sovereignty space only.

A large group of players willing to bypass Niarja by building a network of gates around it should be able to do so. Smugglers in low-sec, or FW pilots should be able to use their own gates to get a tactical edge over their opponents.

We may find out later that it may not be wise to do so for whatever design / technical reason, but we'd really like to keep the system as open-ended as possible for now until proven otherwise Pirate.

Absolutely! Please (please!) add a module that allows the owner to charge for gate use, i.e. a toll. This would lead to VERY interesting game play around creation and disruption of high speed toll ways which would be profitable for the owner but difficult to defend.

Ideally you should not get a criminal flag for attacking these and charges should be modifiable by corp membership, alliance membership and standings.

Red Frog or Push might be obvious builders but it could become quite emergent with someone like CODE investing in a Uedama bypass and then locking down the system tight for people who choose not to pay the toll!

Can gate* scamming become a thing?
Zappity
New Eden Tank Testing Services
#188 - 2015-03-25 20:22:35 UTC
Rowells wrote:
Can hate scamming become a thing?

Did you mean gate scamming? I hope so. Why not? It could really add a lot to empire gameplay.

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

Tessaline
Sharknado Generation
#189 - 2015-03-25 20:25:10 UTC
Zappity wrote:
CCP Ytterbium wrote:
Interesting points, thanks - however, if possible, we would like to open up as many structures as possible for people not participating in Sovereignty warfare.

Why should we penalize players in high-security space by preventing them to anchor their own gates? If they're willing to pay, face the risk of having them attacked and maintenance of having them, I don't see why it should be for Sovereignty space only.

A large group of players willing to bypass Niarja by building a network of gates around it should be able to do so. Smugglers in low-sec, or FW pilots should be able to use their own gates to get a tactical edge over their opponents.

We may find out later that it may not be wise to do so for whatever design / technical reason, but we'd really like to keep the system as open-ended as possible for now until proven otherwise Pirate.

Absolutely! Please (please!) add a module that allows the owner to charge for gate use, i.e. a toll. This would lead to VERY interesting game play around creation and disruption of high speed toll ways which would be profitable for the owner but difficult to defend.

Ideally you should not get a criminal flag for attacking these and charges should be modifiable by corp membership, alliance membership and standings.

Red Frog or Push might be obvious builders but it could become quite emergent with someone like CODE investing in a Uedama bypass and then locking down the system tight for people who choose not to pay the toll!


Charging a toll was something I forgot to mention. I like the idea, but gates would need to be hackable.

On a similar note, I do not think that high sec gates should be destructible. High-sec griefing could be taken to a whole new level.
Zappity
New Eden Tank Testing Services
#190 - 2015-03-25 20:29:05 UTC
Tessaline wrote:
Charging a toll was something I forgot to mention. I like the idea, but gates would need to be hackable.

On a similar note, I do not think that high sec gates should be destructible. High-sec griefing could be taken to a whole new level.

Imagine that - the hacker gets a suspect flag as soon as they start the hack (risk) but if they are successful it opens it up for free entry to everyone for x minutes (reward). Fantastic.

It would have to be open to everyone because freighters don't have slots for hacking whatsits. Maybe add modules to increase the security of the gate so they are harder to hack, maxing out at nullsec Data site difficulty.

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

Memphis Baas
#191 - 2015-03-25 20:42:01 UTC
My suggestions are:

- For the observatory structures, intruders should be made aware of whatever bonuses the owners / defenders get, via notifications. If the structures are implemented as presented at the fanfest, an intruder would have to do a long-range d-scan to detect what structures there are in the solar system, and then try to remember FROM MEMORY what capabilities they may have. While this is ok for veteran players, if you're trying to attract newbies to null, they won't know this stuff. Similar to having ship charts, now they'll have to have station charts too; it takes quite a bit of PVP'ing to get a feel for what the ships do, so learning the stations may take a while.

- Let gates control movement to other solar systems and the ranges from the gate that are required for departure and arrival. I'm not sure that you'd want the stargates to determine wormhole-like effects; wasn't that supposed to be what capital ships will do? In any case, if you combine too many effects onto the stargates, someone who just wants to get rid of a side effect will be forced to blow the entire stargate to get rid of it, interrupting traffic flow too. I'd keep the stargates simple, especially since you (CCP) are going to have to debug the twisted traffic KNOTS that we'll make with them. Hope your node transfer middleware holds up.

- For both structures, there is a HUGE benefit to having traffic and activity logs (like the wallet journal) so the owner can see what happened over the past 24-48 hours, vs. just having information available whenever someone clicks the scan button (like d-scan or probing). So which will it be? Will we have logs, or will the structures behave like a system-wide d-scan? If we have logs, please log usage too (Memphis Baas reviewed the traffic logs at 2015.03.25 21:42 in the log).
Nikk Narrel
Moonlit Bonsai
#192 - 2015-03-25 20:44:03 UTC
Zappity wrote:
Tessaline wrote:
Charging a toll was something I forgot to mention. I like the idea, but gates would need to be hackable.

On a similar note, I do not think that high sec gates should be destructible. High-sec griefing could be taken to a whole new level.

Imagine that - the hacker gets a suspect flag as soon as they start the hack (risk) but if they are successful it opens it up for free entry to everyone for x minutes (reward). Fantastic.

It would have to be open to everyone because freighters don't have slots for hacking whatsits. Maybe add modules to increase the security of the gate so they are harder to hack, maxing out at nullsec Data site difficulty.

I think you may be undershooting, by thinking the reward should be free passage for x minutes.

I would go so far as to say the gate's income could instead be diverted, to a different corporation than the intended one.

Corporate espionage.
Zappity
New Eden Tank Testing Services
#193 - 2015-03-25 20:45:32 UTC  |  Edited by: Zappity
Ooh yes... Maybe the diversion or free passage effect is only active while an entosis link is on.

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

Iowa Banshee
Fenrir Vangard
#194 - 2015-03-25 21:11:30 UTC  |  Edited by: Iowa Banshee
Rayzilla Zaraki wrote:
SNIP
The "I h8s teh claockey camperz" portion of the player base must be creaming their sweat pants over this.

Having a large structure that is able to facilitate locating cloaked ships in system does make sense; see submarine warfare.

.



Anti Sub warfare consists entirely of waiting for the submarine to do something that can be seen

www.navy.mil/navydata/policy/asw/asw-conops.pdf
Tessaline
Sharknado Generation
#195 - 2015-03-25 21:12:00 UTC
Nikk Narrel wrote:
Zappity wrote:
Tessaline wrote:
Charging a toll was something I forgot to mention. I like the idea, but gates would need to be hackable.

On a similar note, I do not think that high sec gates should be destructible. High-sec griefing could be taken to a whole new level.

Imagine that - the hacker gets a suspect flag as soon as they start the hack (risk) but if they are successful it opens it up for free entry to everyone for x minutes (reward). Fantastic.

It would have to be open to everyone because freighters don't have slots for hacking whatsits. Maybe add modules to increase the security of the gate so they are harder to hack, maxing out at nullsec Data site difficulty.

I think you may be undershooting, by thinking the reward should be free passage for x minutes.

I would go so far as to say the gate's income could instead be diverted, to a different corporation than the intended one.

Corporate espionage.

Hacking the tolls into your account... So much win!

I meant that high sec NPC gates should be invulnerable (maybe not able to be captured too), because this would have severe impacts to new players not able to pay the tolls. Building your own gate to get around shipping choke points or a back-door into Jita could be destructible.
Anonymous Forumposter
State War Academy
Caldari State
#196 - 2015-03-25 22:19:30 UTC  |  Edited by: Anonymous Forumposter
I'd like to see gates be "Align-able"

So, board the gate and while in control of it you can "Align" it to things like you can your ship. The benefit would be controlling the direction you face after uncloaking on arrival. Obviously you'd want to have a random cone still to prevent absolute instant warps. But it would be nice to get a benefit in a certain direction of decreased align times.

Edit: I'd also like to see this available for structures you can dock with. Undock already facing the most likely destination.
Oxide Ammar
#197 - 2015-03-25 23:46:27 UTC
Make the player owned gates hack-able and send whoever jump through to lowsec near system, that is gonna be hilarious Lol

Lady Areola Fappington:  Solo PVP isn't dead!  You just need to make sure you have your booster, remote rep, cyno, and emergency Falcon alts logged in and ready before you do any solo PVPing.

Patri Andari
Thukker Tribe Antiquities Importer
#198 - 2015-03-26 01:21:27 UTC
CCP Ytterbium wrote:
elitatwo wrote:
Can some of them be placed in wormhole space?


We are planning on some of the structure to be placed in W-space yes, the exact type and numbers are up to discussion based on the gameplay consequences they are going to have there. It all depends if we feel they're going to negatively impact this area of space or spice up gameplay.

Edit: and I'm referring to all the structures here, not only Observatory Arrays and Gates.


Can I refer to all structures in one place, or must I repeat all opinions in each significant opinion in the provided (multiple) threads?

For example:

I think this feature needs more information as to CCP's current plans.

Do I have to go to each thread and say that or can I say it once to let you know we need more information?

Be careful what you think, for your thoughts become your words. Be careful what you say, for your words become your actions. Be careful what you do, for your actions become your character. And character is everything. - author unknown

Cade Windstalker
#199 - 2015-03-26 01:49:34 UTC  |  Edited by: Cade Windstalker
Zappity wrote:
Tessaline wrote:
Charging a toll was something I forgot to mention. I like the idea, but gates would need to be hackable.

On a similar note, I do not think that high sec gates should be destructible. High-sec griefing could be taken to a whole new level.

Imagine that - the hacker gets a suspect flag as soon as they start the hack (risk) but if they are successful it opens it up for free entry to everyone for x minutes (reward). Fantastic.

It would have to be open to everyone because freighters don't have slots for hacking whatsits. Maybe add modules to increase the security of the gate so they are harder to hack, maxing out at nullsec Data site difficulty.


Potential problem, I train up a hacking alt in somewhere between ~2 days and a few weeks (depending on skills needed) and suddenly I can basically throw this guy at a gate until he hacks it and get my free pass for little to no risk to myself, and certainly no standings hit.

Sayod Physulem wrote:
@ cade windstalker

But maybe you do not want to capture the systems - maybe you are just roaming and looking for a fight. E-Uni does such fleets only as we do not take part in SOV warfare. But how would a fleet of Unistas for example fight residents of Sov null if they do not want to? The speed advantage equals range control. And like in every 1v1 fight, if you can control the range you can control the fight. So only the Sov owners can choose if they want to fight or not.
And if the decision if a fight happens or not is one sided, it is not a fair mechanic. The sov owners will only fight when they have an advantage then, and else dock up.

This is also the exact same problem with local/afk cloaking. Residents always complain about the invulnerability of a cloaker. But they use another mechanic to be invulnerable too. They dock up. So if they can force the intruder to fight, shouldn't the intruder be able to force a fight as well?
So what about a undocking pulse? (additional to the uncloaking pulse?) Every active player can just redock - but the meanie-afk-station-sitters will die. Sounds familiar?

Giving one side the ability to choose is not a good mechanic. Both partys should be able to create a fight against the will of the other party. As an intruder you can do that with cloaking mechanics. As a defender you can do that with gate camps. And like the gate camp is nearly impossible to really avoid (you have to sacrifice a scout minimum) the cloaked gank is nearly impossible to avoid. So why is this not balanced?


I'll confess to being a little unclear on what you're responding to here. I'm assuming it's my post quoting you a page back but that doesn't seem to exactly fit. For one, unless things have changed drastically in the Uni in the last ~1.5 years, Unistas are only allowed in Sov Null under very specific circumstances and are otherwise not allowed in there under pain of eviction from the Uni.

Also you're missing the point a bit with AFK cloaking. The difference between a docked up character and one who is logged off is hair thin. Effectively the docked character can trash talk local, and the logged off one can't. A docked character is otherwise contained and no threat. They will show up on D-Scan or probes if they undock, while a cloaked character is capable of taking indirect action against characters in space without decloaking, and can decloak on-grid with far less warning than other ships appearing on grid. Not all of these are a problem, but on the whole the system is pretty one dimensional and without risk to the cloaked party as things stand.

None of this has anything to do with a Uni fleet looking for a fight though. If you want to provoke a fight with sov holders then attack their in-space assets, simple as that. No one should ever be absolutely forced to fight with no possible way of backing out just because someone comes looking to fight them.

Also, if installing an Observation Array means losing Local and with no comparable replacement I don't see many Null Alliances using them (at least for systems they actually intend to defend) since it's basically shooting yourself in the foot just so you can get a cast to doodle on.

Patri Andari wrote:

I think this feature needs more information as to CCP's current plans.

Do I have to go to each thread and say that or can I say it once to let you know we need more information?



This is just speculation on my part, but I don't feel I'm going too far out on any limbs here when I say:

I think this is CCP's current plans. They've got a general idea and they're looking for feedback, ideas, and the general reception it gets. If you want to wait to get more details before commenting then the answer is simple, wait.
Fzhal
#200 - 2015-03-26 02:09:19 UTC
Cade Windstalker wrote:
Zappity wrote:
Tessaline wrote:
Charging a toll was something I forgot to mention. I like the idea, but gates would need to be hackable.

On a similar note, I do not think that high sec gates should be destructible. High-sec griefing could be taken to a whole new level.

Imagine that - the hacker gets a suspect flag as soon as they start the hack (risk) but if they are successful it opens it up for free entry to everyone for x minutes (reward). Fantastic.

It would have to be open to everyone because freighters don't have slots for hacking whatsits. Maybe add modules to increase the security of the gate so they are harder to hack, maxing out at nullsec Data site difficulty.


Potential problem, I train up a hacking alt in somewhere between ~2 days and a few weeks (depending on skills needed) and suddenly I can basically throw this guy at a gate until he hacks it and get my free pass for little to no risk to myself, and certainly no standings hit.


OH NOES! You just saved yourself 6 jumps and some ISK (for toll) by expending a few minutes of work and a PLEX per month. I see no problems here.

Of course, hacking to redirect tolls would take longer, possibly having to stay on grid uncloaked to keep tolls redirecting to you.