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Eve Influence SOV System Proposal V 1.0 - iSOV

Author
CoreVamore Bolmara
Blacksteel Mining and Manufacturing
Renaissance Federation
#1 - 2015-08-24 01:50:35 UTC
Submitted by: CoreVamore Bolmara

Part One. Additional Parts/Details follow this post

This is a proposal for a new type of SOV, iSOV, that builds on the current system, encompass upcoming game additions while reducing overall complexity, enhancing stability of long term held systems, yet provides many opportunities for conflict. Pew Pew!

Overview

Philosophy: A single battle doesn't win the war, occupational ownership does!

It is easy to enter anothers territory, shoot stuff up, and run away. However to gain the respect of the locals you need to secure the territory, develop it, populate it, and make that territory your own. The Roman Empire was built in such a way.

This helps to ensure that both PvP and industrial players are both catered for, enhancing game play, and boosting EVE subscriber numbers.

What is being added?

An Influence based system that determines who owns a system.

What is being enhanced?

The Strategic/Military/Industry indexes were steps in the right direction. The iSOV system, based on influence, both enhances grading of a system and replaces some of it.

What is being removed?

The Entosis link activated 'spawn system' – it is a video game mechanic, not something that has any correlation with logic nor reality in space. It jars against the reality that is EVE and is a dumb contest point just to provide pew pew battle action. Lets fight over sensible things ;)

The Influence Based SOV System, iSOV.

Influence in a solar system is determined by:

The number of structures in a system
The types of structures in a system
How much is mined in a system
How many and types of NPC's are killed in a system
How much is manufactured in a system
How much is researched in a system (Blueprints)
How much is sold in a system
The number/type/value of ships destroyed in a system
The alignment/orientation of nearby systems

All of the above will tally to a total for each competing alliance in that system over a certain time frame, which I am proposing is 1 week in length.

Who wins influence control, iSOV, of the system is determined by adding all the influence points gained by each alliance that has had activity in the system for that week. This is the Base Influence Point Number, BIPN. Then Nearby System Boosting (NSB) bonuses are applied (see below). The winner must have a minimum margin of 20% greater than the second placed alliance otherwise the system officially becomes Contested.

How to calculate Influence Points on game items?

This should be calculated once by CCP, and just like manufacturing, an items influence point value should be related to its material inputs, and possibly a small percentage multiplier for Faction, T2 and T3 variations. Once calculated the items influence value need not be changed unless an item is rebalanced.


Influence Points: More Detail

Structures (Type/Size/Number)

Ownership is Occupancy!

Each structure in space is worth a certain number of Influence Points, 10% of which are added to the Alliance influence point tally every hour. The larger/more expensive the structure the more points it earns. This ensures that long term structure holding is rewarded.

Naturally more structures means more points, which should in theory mean more local activity to support them, fuel, transport, usage etc.

Special & New Structure: Territory Claim Unit V2 (TCU)

In the iSOV system:
The TCU gains all the functions of an iHUB
The TCU and can be placed in any system!
The TCU boosts the influence points generated in the system by 30% for the relative alliance.
The TCU will only boost when a monthly (28 day) payment is made into it.
Having the new type of TCU in a system does not ensure system ownership however.
Only one TCU per alliance can be placed in a system.
The maximum number of TCU's that any alliance can deploy is limited to a certain number, like 20. This should ensure a more level playing field between alliances. However this does not prohibit alliances working together to form more powerful groups. Or the 'Influence Domino' effect occuring – see below. (iSOV Dominoes?)



Mining

Mining will also be awarded Influence points which is determined by the volume, in m3, of ore mined in a system.

NPC Kills

Each NPC type will be awarded an Influence Point value based on the ship type and a difficulty multiplier, and will be awarded to the alliance that killed them.

Manufacturing/Research - (BPO's/BPC's etc)

Each Item in EVE has an Influence points value. Every time an item is manufactured/researched/copied influence points are allocated to the respective alliances weekly influence point tally.

Sales

Each Item in EVE has an Influence points value. Whenever an item is sold the influence points associated with that item will be added to the respective alliances influence point weekly tally. To reduce the chance of 'Item Trade Influence Boosting Manipulation”, I.e selling items back and forth repeatedly several times between two different entities to artificially drive up influence points earned an Item will only generate points on the initial sale and on the following 2 trades of it. After that point no more influence points will be generated.

Destroyed Ships/Structures/items (Pew Pew!)

As each item in EVE has influence points associated with it whenever an item is destroyed then the alliance that scored the final blow will be awarded the total influence points for that kill.

Special note: Influence Points will not be awarded for items owned by an alliance which are destroyed by that same alliance.

Please Continue to next post
CoreVamore Bolmara
Blacksteel Mining and Manufacturing
Renaissance Federation
#2 - 2015-08-24 01:51:45 UTC  |  Edited by: CoreVamore Bolmara
Proposal - Part 2

Nearby Systems Boosting, NSB

“What is happening next door” has always influenced things, Eve shouldn't be any different. We will call this Nearby System Boosting, NSB for short.

At the end of the 7 day time period all the influence points are added up for the alliances competing in a system, this is the Base Influence Point Number, BIPN.

Alliances competing in the solar system will have 20% of the BIPN for all systems 1 system away added to their total. (assuming the alliance also has influence points generated in those systems.)

Then Solar systems 2 systems away will have 10% of the BIPN added to the tally, once again assuming the alliance also has influence points generated in those systems.

This final influence total for competing alliances in a system determines the iSOV ownership for the next week.

Note: If there is more than one way to get to a nearby system the shortest number of jumps is used to consider if its a system that is one, two, or more systems away.


What happens to the Entosis Link?

It survives by allowing small numbers of attackers to disable structure functions for 24 hours, potentially causing major disruption to things like production, and hence influence point generation.

Structure functions can also be destroyed by typical grinding, when a station function goes into reinforce mode then the 24 hours of the reinforce mode is also the 24 hours of disruption to that function.

Can the Entosis Link still flip a station? Yes, but only once all the functions of a station have been disabled/destroyed. Once the station has exited its reinforced timer without being fixed it will enter freeport mode and no longer be owned by anyone. It can however be taken over from freeport mode by the existing system owner, or the original owner simply by fueling it – its up for grabs! After fueling it then the rest of the station functions will become available to the new system. This allows large station structures that were once owned by others to forcefully change hands. Naturally fighting for ones station, repairing/restarting reinforced functions and station is naturally the way to stop a station being pirated.

This is also a way for an alliance to take over abandoned structures.



Expected Game Play from iSOV changes.

Influence will be amplified and spread greatly within clusters of nearby cross connected systems; conversely a bridge/chain of systems will be more susceptible to influence changes. This will create islands/castles of power based around a central system that has the greatest influence, reflected by its greater occupancy, use, development and fighting ability.

Outer regions / borderlands between iSOV holders may fall to those who do not even hold a TCU in that system! (Domino Effect and influence in action). This effect may also allow an alliance to hold more systems than the number of TCU's it is allowed to deploy!

Guerrilla Warfare to rise!

Structures can be deployed anywhere! In your territory or others! This also means structures intruding on 'your territory' is naturally fair game to be attacked by either disabling functions on the the structure, and/or by destroying its functions, and lastly the structure itself. You might consider the next system over as your territory too, have at it! Pew Pew!

Large Scale Engagements.

Large Fleets comprising several alliances in a power block will naturally still occur, potentially leaving huge damage in their wake. Will the battles make them the ultimate pinnacle, generating so many influence points that the devastated system becomes the attackers new province, or, will those regions rebuild, gain back control, then fight back to show the intruders who is boss?

By Stealth

Industrial Power is not just in the ships built and isk earned but by the reputation and influence generated. (How can one not watch in awe as 50 dreadnoughts roll off the production line?) Under iSOV it is possible that industrial supremacy could flip system ownership as easily as a big fleet battle. Or like modern corporations asserting their influence around the world today. Naturally Industry and Large fleet pew pew go together, like peas in a pod. Under iSOV they are now two equal peas.

Planting A Flag

And yet iSOV does not stop small alliances from gaining a foothold on the edges of a partners space, or in the void that a contested system might create, or along one of the stringy star system paths linking great power houses together.

Flip – Flop Systems

A Flip-Flop system might also arise on the edges of two or more power blocks. These may simply flip-flop between the two or more neighbouring alliance iSOV holders. This can naturally be stopped by an alliance occupying the system and putting its own stamp on it!

Viking Roaming!

This is where a PVP fleet causes so much damage in a system that they win iSOV for seven days, and taxes the residents for the privileged of being in their new province! Damn you Vikings!



Also, something for CCP.

CCP dont be worried that TCU's are limited, and that some systems may not even have a TCU in it! Be content that some systems, especially contested ones, could have several TCU's in it! The overall TCU count could in fact be more than today.

The benefits of iSOV ownership.

When an alliance has iSOV of a system then a global tax rate will be applied by that alliance to all transactions, PI, etc, across all systems that the alliance has iSOV control over. This can be particularly profitable in a system that has multiple alliances vying for control of it.


Lastly, the devil is in the details! The above is simply an overview of a general direction and mechanic that I believe will suit everyone in EVE, including CCP.

I will be sending it to CCP, the forum, and several CSM's to nut out if this is indeed something that can work for all.

Cheers

CoreVamore Bolmara.
admiral root
Red Galaxy
#3 - 2015-08-24 07:21:49 UTC
Given that they've just revamped sov, which I presume took a lot of man hours, just how likely on a scale of 1 to 10 do you think it is that they'll now want to add / remove / change a whole bunch of stuff?

No, your rights end in optimal+2*falloff

CoreVamore Bolmara
Blacksteel Mining and Manufacturing
Renaissance Federation
#4 - 2015-08-24 08:27:49 UTC
admiral root wrote:
Given that they've just revamped sov, which I presume took a lot of man hours, just how likely on a scale of 1 to 10 do you think it is that they'll now want to add / remove / change a whole bunch of stuff?


Hi Root

CCP has in the past retracted features that it believed was not being used, or not in the spirit of what was intended.

My suggestions build upon most of what they have done, re the Entosis Link attacks, which for the most part have been left in place in this proposal. So development man hours are not being wasted.

I believe CCP will look at any idea that enhances gameplay for EVE residents. So assuming they believe, and feedback here believes, that the changes are worthwhile, then I think they have a good chance of going ahead.

Cheers

Core
Thanatos Solaris
Desi Beanz
Pandemic Horde
#5 - 2015-08-24 21:35:36 UTC
I rather like the idea, though I think they should still make sure there's a reason to go "marauding around" other than the loot from the ships you destroy.

Obviously it would have to be a lesser one, but something to pillage for ISK perhaps? (expansion on ESS?)
CoreVamore Bolmara
Blacksteel Mining and Manufacturing
Renaissance Federation
#6 - 2015-08-26 00:34:30 UTC
Thanatos Solaris wrote:
I rather like the idea, though I think they should still make sure there's a reason to go "marauding around" other than the loot from the ships you destroy.

Obviously it would have to be a lesser one, but something to pillage for ISK perhaps? (expansion on ESS?)


Hi Thanatos,

Look at the Viking Roaming side effect, seems to be a decent isk earner for a week of heavy pillaging ;)
Josef Kennet
Deep Space Conquerors
Goonswarm Federation
#7 - 2015-08-26 10:14:07 UTC  |  Edited by: Josef Kennet
Influence by said activities looks logical, but:

Lets say i want to take somebodys sov and live there, what i actually should do? step by step?

mining, ratting, trading etc imposible in hostile system, so i need to shoot structures first and this is basically dominion sov

Entosis concept in like it is now is boring and overpowered

So what i like as a result of your proposition:
- add more activities to boost system defense (not only 3 indexes)
- influence on nearby systems

So, you need to thing more about how it will actually work

As a simple solution to current sov system i can propose:
- if system is surrounded by systems which have the same claim then it is invulnurable to any attack

So, you will need to start attack from alliance borders (with other alliance or hi\low sec). You can still take uncontested systems one by one (trolling is also possible) but you cant put the whole region on fire in 1 day (like in provi now)


EDIT: And the last one, see alliance logo on map is cool but in fact thats all that we have from holding sov (bridges nerfed by phoebe and not every player build supercaps), so we need some benefits for every pilot in alliance that hold sov.
CoreVamore Bolmara
Blacksteel Mining and Manufacturing
Renaissance Federation
#8 - 2015-08-26 23:03:14 UTC
Josef Kennet wrote:
Influence by said activities looks logical, but:

Lets say i want to take somebodys sov and live there, what i actually should do? step by step?

mining, ratting, trading etc imposible in hostile system, so i need to shoot structures first and this is basically dominion sov

Entosis concept in like it is now is boring and overpowered

So what i like as a result of your proposition:
- add more activities to boost system defense (not only 3 indexes)
- influence on nearby systems

So, you need to thing more about how it will actually work

As a simple solution to current sov system i can propose:
- if system is surrounded by systems which have the same claim then it is invulnurable to any attack

So, you will need to start attack from alliance borders (with other alliance or hi\low sec). You can still take uncontested systems one by one (trolling is also possible) but you cant put the whole region on fire in 1 day (like in provi now)


EDIT: And the last one, see alliance logo on map is cool but in fact thats all that we have from holding sov (bridges nerfed by phoebe and not every player build supercaps), so we need some benefits for every pilot in alliance that hold sov.


Hi Josef

To answer your questions.

Step by step to overtake a system, which can be done in a variety of ways, one would:

* Launch attacks into system to disable/destroy structures
* Destroy/disable production facilities
* Disrupt Supply Lines which both stops sales and gives you more Influence Points via the kill
* Build up influence in surrounding systems - this has a flow through effect.
* Install your own structures in system (Yes it can be done in hostile systems)
* Attack and destroy enemy ships
* Destroy/Disable the enemie(s) TCU
* Rat in the system
* Mine in the system
* If possible manufacture/research/sales in the system (this would be a later step as hostile forces are forced back)

So there is no 'point by point' way to do it, as it will be a combination of things, though not necessarily every point above.

I have left the Entosis link in the proposal as a way to disable functions, which can also be attacked in a traditional way as well, on structures and to keep CCP's coding investment in the Entosis based system. It is just another way in my proposal of attacking someone. You will notice that in my proposal one must disable all structure functions by entosis before the structure can be attacked with it - perhaps the structure should be ground down as per traditional SOV - so this is something that can be looked at.

As the proposal outlines several ways that Influence Points are generated, each of which could be conceived/shown into an index to make things easier to understand.

The above shows how it works. There are no hard and fast step by step rules on how one would take over a system - that will be up to how the attacker wants to do it. It is an extremely flexible system in that respect.

And no, a system probably cant be taken over in a single day, unless perhaps every enemy structure and huge numbers of pilot and freighter kills occurred in the day before the iSOV calculation is made, and the system is possibly surrounded by your systems. Then it could conceivably flip in a day. But generally a system wont flip in single a day.

Note: Putting a whole system/region on fire in a day does not have anything to do with SOV in this proposal, except that it would generate lots of Influence Points - whether thats enough to effect the iSOV standings for that 7 day period is another matter.

Second Note: This proposal is for nullsec only.

Lastly, I dont know what you are talking about bridges/supercaps etc as it has little to do with my proposal.

Cheers

Core