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[Proposal] A Possible Quick Easy Fix to the Current Sov System (yay?)

Author
Kratisto
Aliastra
Gallente Federation
#1 - 2011-12-27 05:47:24 UTC  |  Edited by: Kratisto
A major gripe among those who live in 0.0 is the sov system, how it is bad x, y, and z. While I do not have any ideas for a complete overhaul, and I am aware of the wariness expressed by CSM members about wading into this morass, I have an idea I wish others to see and criticize.

The source of greatest frustration to myself and others I know is the reinforcement timer mechanics. It is my desire to remove either the attacker or the defender from deciding the length of a timer; rather, the limited randomization of such a timer seems to me a fine solution to the issue of cross-timezone sov warfare.

What does this mean? The basic premise of the reinforcement of a structure is fantastic. The allowance for a day or so to organize the defense of a structure is critical to game mechanics. What is not critical, in my opinion, is the determination of when exactly the structure will exit reinforcement; indeed, i believe this component to stifle PVP in 0.0. The "limited randomization" should be something like this: Putting in X amount of strontium clathrates into a tower/structure allows for a reinforcement timer to activate of at least, for example, 36 hrs, with a random component of +- 12 hours.

The implementation of such a system would allow for a corporation/alliance from 1 timezone to assail a corporation/alliance from a different TZ. The variability should allow for timers to occur in a more interesting manner to the attacker, and hopefully would make for more large-scale fights.

In my opinion giving the defender the dictation of the time of the fight (assuming minimal brain function and 1 person online with access to the pos) makes for boring wars. While there are methods to get around this, such as kiting a tower once below 50% health, or attacking during the holidays when players have more flexibility in their playstyles, I feel that a less demanding solution is this small randomization. Defenders can be still reasonably certain that they will have a defensive timer in a workable timezone for themselves; if the first timer is miserable, they still have 2 more tries. And if that fails, they still have many more systems to go, and can go on the offensive themselves. Under my model, if a faction reinforced 10 structures, they could be reasonably certain that at least 1 would exit reinforcement in their preferred timezone, and there would be several others that would be in timezones that are in timezones both sides could fight over.


TL;DR limited randomization of reinforcement timers would make the game more fun and would make cross-TZ sov warfare less painful for the attacker. I am growing weary of staying up to 2 am, or waking up at 4 am, to participate in a fleet fight. randomization would allow pilots a chance at a fleet fight, instead of none without taking extreme measures such as altering one's sleep schedule. I think all of 0.0 would appreciate this change.
Wolodymyr
Breaking Ambitions
#2 - 2011-12-28 03:19:07 UTC  |  Edited by: Wolodymyr
Personally my biggest gripe is that these structures have waaaaaaaay too many hit points, Most sov fights I see are two massive fleets maneuvering around one another until one side wins and the other runs for it. Then if the attackers win they have a boring structure shoot ahead of them. Maybe the improved dread mechanics that encourage more people to use them will mean more DPS and less time on structure shoots.

Honestly as far as hit points go I think that every structure in the game (POSes, PI offices, SBUs, stations, whatever) should just have enough hit points to discourage the lone ass in an Oracle who feels like making you waste stront.

Also as far as timers go there are just waaaaay too many timers (which take way too many days) to take a system, from the initial fight to online SBUs, then you gotta keep em safe, and take out the TCU, and shooting at a station multiple times takes way too long as well.

If we are going to redesign sov warfare then the idea of sovereignty needs to come down to one basic question, "If my enemy and I both had the opportunity to invest all of our resources to fight in one system who would win?"


Right now I think the only way to do this in a timely manner is to work the reinforcement timers so that you'd have to have a major battle in every time zone and then just be done with it.

I honestly think PoCo based sov is a good idea https://forums.eveonline.com/default.aspx?g=posts&m=1417544

Temba Ronin
#3 - 2011-12-28 17:03:12 UTC
Wolodymyr wrote:
Personally my biggest gripe is that these structures have waaaaaaaay too many hit points, Most sov fights I see are two massive fleets maneuvering around one another until one side wins and the other runs for it. Then if the attackers win they have a boring structure shoot ahead of them. Maybe the improved dread mechanics that encourage more people to use them will mean more DPS and less time on structure shoots.

Honestly as far as hit points go I think that every structure in the game (POSes, PI offices, SBUs, stations, whatever) should just have enough hit points to discourage the lone ass in an Oracle who feels like making you waste stront.

Also as far as timers go there are just waaaaay too many timers (which take way too many days) to take a system, from the initial fight to online SBUs, then you gotta keep em safe, and take out the TCU, and shooting at a station multiple times takes way too long as well.

If we are going to redesign sov warfare then the idea of sovereignty needs to come down to one basic question, "If my enemy and I both had the opportunity to invest all of our resources to fight in one system who would win?"


Right now I think the only way to do this in a timely manner is to work the reinforcement timers so that you'd have to have a major battle in every time zone and then just be done with it.

I like the lone pilot idea! Sov warfare might be far more interesting if the lone pilot could indeed quickly take down or temporarily disable TCU's, Jump Bridges, or POS. Raiders could slip into an underused sov system disable the jump bridge defenders would use to repel them and get to the work of plundering assets aka taking everything you have stored in your pos!

Assets should be protected by human players and not just automated defenses that dictate when the "Clash of the Titans" will take place. Then the massive alliances would have to allocate players to defend the systems they hold actively instead of just shuttling a massive fleet of jump clones from one engagement to the next. Their massive offensive campaigns would also open the door to their own vulnerability to the opportunistic counter attack from the little guys.

Let's increase the risk for sov holders and make them continue to earn the rewards of holding a system.

The Best Ship In EVE Online Is "Friendship", Power To The Players!

Hirana Yoshida
Behavioral Affront
#4 - 2011-12-28 18:54:04 UTC
Kratisto wrote:
A major gripe among those who live in 0.0 is the sov system, how it is bad x, y, and z. While I do not have any ideas for a complete overhaul, and I am aware of the wariness expressed by CSM members about wading into this morass, I have an idea I wish others to see and criticize...

First off, the CSM positively loves frolicking in the mud and other sticky substances, so one should never hesitate pushing them into such or even flinging it at them!
Secondly, if you merely want an idea peer reviewed then you are in the wrong place .. "Features and Ideas" is down below.

As for the polish you are trying to apply to the turd known as "EHP Grind Mechanics" .. give it up. It will never get a shine anyone is happy with.
Wolodymyr
Breaking Ambitions
#5 - 2011-12-28 20:19:30 UTC
Temba Ronin wrote:

I like the lone pilot idea! Sov warfare might be far more interesting if the lone pilot could indeed quickly take down or temporarily disable TCU's, Jump Bridges, or POS. Raiders could slip into an underused sov system disable the jump bridge defenders would use to repel them and get to the work of plundering assets aka taking everything you have stored in your pos!

Yeah that's a good point, granted I'd like a small gang of 5-10 people to be able to mess up a jump bridge, instead of just 1.

By the way I have also noticed that if you lower the response time people have it lowers the distance at which people can batphone in their friends. If you want small entities then they'll just need to respond to the things they live next to.

I honestly think PoCo based sov is a good idea https://forums.eveonline.com/default.aspx?g=posts&m=1417544

Kratisto
Aliastra
Gallente Federation
#6 - 2011-12-29 01:23:12 UTC  |  Edited by: Kratisto
uhhh why are you guys trying to tackle the big picture; i only brought up 1 specific change. i am offering absolutely no insight about the Sov system in general; I am only considering the timing mechanics! i dont want to prattle on about the grind. Its almost as if you read the first part of the first sentence and then stopped.
VIP Ares
Sebiestor Tribe
Minmatar Republic
#7 - 2011-12-29 13:23:35 UTC
Great, and then me and my friend should wake up at 4 AM to defend our tower, such a great pleasure.

/sarcasm off

http://www.balex.info/index.php/pilot_detail/47623/

Kratisto
Aliastra
Gallente Federation
#8 - 2011-12-29 16:41:31 UTC
VIP Ares wrote:
Great, and then me and my friend should wake up at 4 AM to defend our tower, such a great pleasure.

/sarcasm off




The idea is to make the battles at different times, allowing for variability in who is fighting. Someone will always be that 4 AM guy, but if there is variability it is unlikely that it will be the same set of people for a whole month.