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[Idea] Let the Moons dry up and the Asteroids rot away [Dynamic Sov]

Author
Varyah
Caldari Provisions
Caldari State
#1 - 2015-08-24 18:37:24 UTC
So since I read a lot about the new sov mechanics, that are more or less as boring as the previous mechanics, I thought about the reasons behind this.

The question that needs to be answered is how to encourage a less stale scenario on the sov map. Yes?

This leads to the question why fight and for what? And I think the answer to that is the same as in the real real world. For resources. Fighting for Glory or your God only works if you can amass enough zealots.

At the moment the big players get the space that is most profitable. The weaker alliances take the rest.

So what would happen if the resource distribution is also dynamic? Let's say the Moons stop producing so much resources, the respawning asteroid belts get smaller. Everything was exploited too much, bla bla. So we need to look for chunks of resources floating in the interstellar space. [insert some lore]

Game mechanics wise this can be like spots of high resources (whatever lore wise) spawning semi-randomly on the map, wandering around aimlessly. Meaning that every sov holding entity has to think about setting up logistics to harvest, and protect the harvesting process, or even try to take a resource rich systems away from another alliance or miss out on those profitable resources (static stuff, moons, asteroids, etc. should yield only the bare minimum to keep your alliance running). How fast this new resources float around is up to balance considerations, a day would be probably be a bit crazy, a week to a month would offer a more strategic element and could result in higher investments while still retaining the dynamic nature.

Yes small alliances would have problems if some high resource spot comes knocking on their door and a big alliance just crushes them. Hadn't time to figure that out yet.


TL;DR: If you want a more dynamic sov, make the sov map dynamic, people fight for resources not for flags (even if the line troops think they do). Give alliances something to fight over every day/weeks
Lu Ziffer
Balanced Unity
Goonswarm Federation
#2 - 2015-08-24 18:53:04 UTC
Please CCP give us back the commonly proposed idea thread
Agondray
Avenger Mercenaries
VOID Intergalactic Forces
#3 - 2015-08-24 19:11:56 UTC
nah we just need to get rid of all pve together since this is a "PVP" game

"Sarcasm is the Recourse of a weak mind." -Dr. Smith

Lu Ziffer
Balanced Unity
Goonswarm Federation
#4 - 2015-08-24 19:13:52 UTC
There is no PvE in EVE
Celthric Kanerian
Viziam
Amarr Empire
#5 - 2015-08-24 21:16:20 UTC
Lu Ziffer wrote:
There is no PvE in EVE


What do you call combat sites, missions, belt rats etc. then?
Tiddle Jr
Brutor Tribe
Minmatar Republic
#6 - 2015-08-24 23:04:07 UTC
Celthric Kanerian wrote:
Lu Ziffer wrote:
There is no PvE in EVE


What do you call combat sites, missions, belt rats etc. then?


ISK sinks?

"The message is that there are known knowns. There are things we know that we know. There are known unknowns. That is to say there are things that we now know we don't know. But there are also unknown unknowns. There are things we don't know" - CCP

Frostys Virpio
State War Academy
Caldari State
#7 - 2015-08-24 23:07:48 UTC
Varyah wrote:
So since I read a lot about the new sov mechanics, that are more or less as boring as the previous mechanics, I thought about the reasons behind this.

The question that needs to be answered is how to encourage a less stale scenario on the sov map. Yes?

This leads to the question why fight and for what? And I think the answer to that is the same as in the real real world. For resources. Fighting for Glory or your God only works if you can amass enough zealots.

At the moment the big players get the space that is most profitable. The weaker alliances take the rest.

So what would happen if the resource distribution is also dynamic? Let's say the Moons stop producing so much resources, the respawning asteroid belts get smaller. Everything was exploited too much, bla bla. So we need to look for chunks of resources floating in the interstellar space. [insert some lore]

Game mechanics wise this can be like spots of high resources (whatever lore wise) spawning semi-randomly on the map, wandering around aimlessly. Meaning that every sov holding entity has to think about setting up logistics to harvest, and protect the harvesting process, or even try to take a resource rich systems away from another alliance or miss out on those profitable resources (static stuff, moons, asteroids, etc. should yield only the bare minimum to keep your alliance running). How fast this new resources float around is up to balance considerations, a day would be probably be a bit crazy, a week to a month would offer a more strategic element and could result in higher investments while still retaining the dynamic nature.

Yes small alliances would have problems if some high resource spot comes knocking on their door and a big alliance just crushes them. Hadn't time to figure that out yet.


TL;DR: If you want a more dynamic sov, make the sov map dynamic, people fight for resources not for flags (even if the line troops think they do). Give alliances something to fight over every day/weeks


So alliances are supposed to clash with fleets worth billions and up to possibly farm the ressource that might dry up in 2 days due to dry up mechanics?
Danika Princip
GoonWaffe
Goonswarm Federation
#8 - 2015-08-24 23:48:14 UTC
Celthric Kanerian wrote:
Lu Ziffer wrote:
There is no PvE in EVE


What do you call combat sites, missions, belt rats etc. then?



All of those things place you in direct competition with everyone else involved in that particular activity though?

OP, I don't want to pay a billion ISK for a HAC, do you?
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#9 - 2015-08-25 00:54:10 UTC
Tiddle Jr wrote:
Celthric Kanerian wrote:
Lu Ziffer wrote:
There is no PvE in EVE


What do you call combat sites, missions, belt rats etc. then?


ISK sinks?

I think you mean isk faucets?
Madd Adda
#10 - 2015-08-25 00:55:54 UTC  |  Edited by: Madd Adda
in the broadest sense, yes, EVE is a pvp game; however, most will immediately default to "pvp is where pilots get in a ship fitted to attack other pilots and end up attacking said pilots". Many won't admit that playing the market, mining the same rock, or run missions as pvp.

Carebear extraordinaire

M1k3y Koontz
House of Musashi
Stay Feral
#11 - 2015-08-25 01:19:19 UTC
There was a time when I would've been in support of moons depleting after a certain amount of time, but having dealt with the moon mining, probing, and reactions; and given the POS system we're still stuck with for at least a year, there's no way I can support it.

Seriously, try moon probing a whole constellation by yourself to get an idea of what it's like. About 5-7 people to probe a region (a high estimate since most of the time it'll be one or two people doing the legwork) comes to about 1 constellation per person.
It's horrendous to have to do, and having to do it every 3 or even 6 months would burn out logistics pilots even faster.

How much herp could a herp derp derp if a herp derp could herp derp.

Nevyn Auscent
Broke Sauce
#12 - 2015-08-25 01:52:06 UTC
Moons drying up is a good thing. This removes static resource gathering, as moon mining should be replaced with an activity which puts pilots in space actively.
This activity then also means alliances don't feel the need to control vast swathes of land in order to have enough moons, but only the area which they have enough miners to utilise fully. It should obviously be vastly faster while a pilot is in space actively 'mining' the substance. But may require some 'finding' of some sort. Sov bonuses then make this finding significantly easier if you are in the Sov alliance.

Asteroids drying up is silly, though Industrial Anoms may not need to be instant respawn.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#13 - 2015-08-25 03:09:05 UTC
Not seeing the merits of the idea without a sov system and structures that support nomadic empires.
Sentamon
Imperial Academy
Amarr Empire
#14 - 2015-08-25 05:20:52 UTC
A true Sandbox wouldn't have magically replenishing resources that last forever. Smile

~ Professional Forum Alt  ~

Vic Jefferson
Stimulus
Rote Kapelle
#15 - 2015-08-25 09:18:35 UTC
Varyah wrote:

At the moment the big players get the space that is most profitable. The weaker alliances take the rest.


The moment HS incursions and L4s are limited, this is not an awful idea. Until then, its sort of bad - you can barely get people to live in sov as it is, and one of the reasons is that HS has lots more available, accessible, and risk-free income sources. Why conquer, defend, and maintain space when its not very profitable in the first place, and will be even worse when depletion sets in, when you could just do all your income generation in 99.99% safe high sec?

If everything depletes or only regenerates at a set rate, you set the stage for interesting things to happen. As it is, this seems mostly just pointed at null empires while ignoring some of the most exploited and limitless resources in the game.

Vote Vic Jefferson for CSM X.....XI.....XII?

Varyah
Caldari Provisions
Caldari State
#16 - 2015-08-25 11:15:07 UTC  |  Edited by: Varyah
M1k3y Koontz wrote:
There was a time when I would've been in support of moons depleting after a certain amount of time, but having dealt with the moon mining, probing, and reactions; and given the POS system we're still stuck with for at least a year, there's no way I can support it.

Seriously, try moon probing a whole constellation by yourself to get an idea of what it's like. About 5-7 people to probe a region (a high estimate since most of the time it'll be one or two people doing the legwork) comes to about 1 constellation per person.
It's horrendous to have to do, and having to do it every 3 or even 6 months would burn out logistics pilots even faster.


If your argument is "no, because it invalidates time and resources already invested". Well, that's the nature of an evolving MMO.

But what I had in mind was more along the lines of all the moons are more or less the same. Just pick one and online your POS.

Also see answer to the next quote.

Tyberius Franklin wrote:

Not seeing the merits of the idea without a sov system and structures that support nomadic empires.


The idea was not to make it optimal to stay nomadic. Basically the density of the wandering resources should be high enough such that every alliance capital has several resource spawns within reach. Sometimes close to the safe capital, sometimes close to hostiles, sometimes just across the border in hostile sov.

Then you can more or less choose your sov home arbitrarily or because the right faction lives (near) there or whatever, but not primarily because of rich moons.
Varyah
Caldari Provisions
Caldari State
#17 - 2015-08-25 11:24:50 UTC  |  Edited by: Varyah
Vic Jefferson wrote:
Varyah wrote:

At the moment the big players get the space that is most profitable. The weaker alliances take the rest.


The moment HS incursions and L4s are limited, this is not an awful idea. Until then, its sort of bad - you can barely get people to live in sov as it is, and one of the reasons is that HS has lots more available, accessible, and risk-free income sources. Why conquer, defend, and maintain space when its not very profitable in the first place, and will be even worse when depletion sets in, when you could just do all your income generation in 99.99% safe high sec?

If everything depletes or only regenerates at a set rate, you set the stage for interesting things to happen. As it is, this seems mostly just pointed at null empires while ignoring some of the most exploited and limitless resources in the game.


This is more a question of balance between HS, LS, NPC 0.0 and SOV 0.0.

But I do think 0.0 should be highly profitable, just not that static as find the right moons, online your POSes and play tower defence as long as you can and have fleet engagements just for what? Killmails alone?

I think there should be short term incitements for conflict (eg. wandering resources) together with long term objectives (eg. access to certain NPCs, ease of logistics, ...) for taking and holding SOV.
Donnachadh
United Allegiance of Undesirables
#18 - 2015-08-25 13:42:22 UTC
Celthric Kanerian wrote:
Lu Ziffer wrote:
There is no PvE in EVE


What do you call combat sites, missions, belt rats etc. then?

Opportunities for PvP for those with the desire to try. Otherwise they are points that PvP players like to hate on because they do not like those activities and so no one else should enjoy them?




Sobaan Tali
Caldari Quick Reaction Force
#19 - 2015-08-25 13:58:26 UTC
Celthric Kanerian wrote:
Lu Ziffer wrote:
There is no PvE in EVE


What do you call combat sites, missions, belt rats etc. then?


Target practice.

"Tomahawks?"

"----in' A, right?"

"Trouble is, those things cost like a million and a half each."

"----, you pay me half that and I'll hump in some c4 and blow the ---- out of it my own damn self."

Vic Jefferson
Stimulus
Rote Kapelle
#20 - 2015-08-25 18:24:31 UTC
Varyah wrote:
This is more a question of balance between HS, LS, NPC 0.0 and SOV 0.0.


Then I think you have an ulterior motive or grudge against sov null players. I can't think of another rational explanation for why you'd so callously ignore other inexhaustible things like Faction Warfare, HS Incursions, HS L4s, etc, and home out sov null when you propose this rebalance and make no mention of other more obvious imbalances.

High Sec literally asphyxiates content from happening by offering more, more available, more profitable, and more accessible income streams than other security sectors. You can't complain about a stagnant null or whatever your particular complaint is when many of the drivers of conflict have the life sucked out of them by HS options.

When people are able to source sufficient income from where they live, when each security band supports the intended risk levels associated with it, things will be balanced.

Vote Vic Jefferson for CSM X.....XI.....XII?

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