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Proposed change to Wardecs..

Author
Kaarous Aldurald
Black Hydra Consortium.
#161 - 2015-09-05 01:02:16 UTC
Tyberius Franklin wrote:
Kaarous Aldurald wrote:
Tyberius Franklin wrote:
Wardecs are mechanically arbitrary.


Concord is inarguably moreso.

You have my full agreement there, alongside the repeated notion that it may not be the best solution for its intent.


That's the whole point though, isn't it? Unless we get a full risk vs reward rebalance in highsec, wars, however an arbitrary mechanic they may be, are wholly necessary due to the existence of Concord.

Concord should not really exist, and CCP knows it. That's why wars exist to remove them for a fee between two groups.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#162 - 2015-09-05 01:25:38 UTC  |  Edited by: Tyberius Franklin
Kaarous Aldurald wrote:
Tyberius Franklin wrote:
Kaarous Aldurald wrote:
Tyberius Franklin wrote:
Wardecs are mechanically arbitrary.


Concord is inarguably moreso.

You have my full agreement there, alongside the repeated notion that it may not be the best solution for its intent.


That's the whole point though, isn't it? Unless we get a full risk vs reward rebalance in highsec, wars, however an arbitrary mechanic they may be, are wholly necessary due to the existence of Concord.

Concord should not really exist, and CCP knows it. That's why wars exist to remove them for a fee between two groups.

Again, this isn't something I fundamentally disagree with, rather i feel its under acheiving through lack of defender incentive. If the idea is that wars should only be worthwile to defend against when the defender has a structure, as stated before this isn't needed or beneficial. But if adding a more universal reason to fight is a goal, that's when this becomes worthwhile.

The reason i have trouble finding this to be less dangerous to defenders is in those cases defense is a no benefit situation currently. Evade the dec options win every time.

Edit: I actually do have doubts on the idea myself, but they lie in the direction of defender will, such is the difference in our thinking. Where pedro sees a buff too strong to be passed i see a mechanic that may go unused for lack of will.
Kaarous Aldurald
Black Hydra Consortium.
#163 - 2015-09-05 01:30:20 UTC
Tyberius Franklin wrote:

Again, this isn't something I fundamentally disagree with, rather i feel its under acheiving through lack of defender incentive.


And your idea for that incentive is even more arbitrary, and worse, adds safety to highsec.

My own set of ideas on the matter involve heavily increasing the relative value of a player corp when it comes to income generation. It's posted in Norgen's older thread about wars.


Quote:

The reason i have trouble finding this to be less dangerous to defenders is in those cases defense is a no benefit situation currently. Evade the dec options win every time.


And that will remain the case so long as dec dodging is permitted to exist. It has relatively no cost or consequences, and allows you to ignore fully half the risk in highsec. Frankly, it is overpowered, and so are NPC corps.

If you want people in player corps to start defending in earnest, it does not involve any more safety. There is entirely too much already.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#164 - 2015-09-05 01:35:09 UTC  |  Edited by: Tyberius Franklin
Kaarous Aldurald wrote:
Tyberius Franklin wrote:

Again, this isn't something I fundamentally disagree with, rather i feel its under acheiving through lack of defender incentive.


And your idea for that incentive is even more arbitrary, and worse, adds safety to highsec.

My own set of ideas on the matter involve heavily increasing the relative value of a player corp when it comes to income generation. It's posted in Norgen's older thread about wars.


Quote:

The reason i have trouble finding this to be less dangerous to defenders is in those cases defense is a no benefit situation currently. Evade the dec options win every time.


And that will remain the case so long as dec dodging is permitted to exist. It has relatively no cost or consequences, and allows you to ignore fully half the risk in highsec. Frankly, it is overpowered, and so are NPC corps.

If you want people in player corps to start defending in earnest, it does not involve any more safety. There is entirely too much already.

Im still not getting how fights are safe. Is there some assumption that this target will not allow aggressors to defend it? Genuine question as at current i still do not understand the reasoning.

Edit: unless were talking new structures specifically, though i conceeded that already. Those still put to much strain on wardec time limits as i u derstand them imho

Edit 2: Let me clarify about the safety thing too. Yes it makes you safe for whatever the duration of the remaining dec length was, at the intended counterbalance of being far less safe than otherwise and further prevailing in the resulting contest. So in reality there isn't even any certainty you can use the mechanic successfully (note my version had windows to prevent tz sniping).

Unless the carebear accusation assumes I'm already in a capable corp or just that awesome at pvp, and by definition not a carebear, I can't use it to do jack and have to sit the war out as normal.

Edit 3: After a bit more thinking just balance the thing like the citadels in capture time and lengthen wars to allow either to be captured with reasonable room to spare. Kill both issues at the same time.
Kaarous Aldurald
Black Hydra Consortium.
#165 - 2015-09-05 02:01:28 UTC
Tyberius Franklin wrote:

Im still not getting how fights are safe.


Structure shoots are not fights, when you get right down to it.

If the defender really is willing to fight, and capable of contesting the structure, then they can win any fights against the attacker anyway, and force them to drop the dec or leave the defenders alone. Anyone who could use this mechanic, does not need it, basically.

This is a non starter. Simple as that.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#166 - 2015-09-05 02:40:38 UTC
Kaarous Aldurald wrote:
Tyberius Franklin wrote:

Im still not getting how fights are safe.


Structure shoots are not fights, when you get right down to it.

If the defender really is willing to fight, and capable of contesting the structure, then they can win any fights against the attacker anyway, and force them to drop the dec or leave the defenders alone. Anyone who could use this mechanic, does not need it, basically.

This is a non starter. Simple as that.

If only a victory by the defender actually had the ability to compel an aggressor withdraw. It doesn't, though that is one potential outcome. Ultimatelly, if the aggressor has no in space assets the are at no risk of further loss and thus have no need to drop the dec. Yhe could keep it open as a nuicance with no consequence or potentially go for yargets of opportunity, which incentivises moving vulnerable activities out of corp.
Kaarous Aldurald
Black Hydra Consortium.
#167 - 2015-09-05 02:48:28 UTC
Tyberius Franklin wrote:

If only a victory by the defender actually had the ability to compel an aggressor withdraw.


Why? If the attacker is determined, despite a loss, why shouldn't it continue?

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#168 - 2015-09-05 02:52:39 UTC  |  Edited by: Tyberius Franklin
Kaarous Aldurald wrote:
Tyberius Franklin wrote:

If only a victory by the defender actually had the ability to compel an aggressor withdraw.


Why? If the attacker is determined, despite a loss, why shouldn't it continue?

Just to point this out, we've gone in a circle and just reintroduced a use for the mechanic.

To answer your question though, that's our fundamental disagreement. If assets the defender paid for can be put at risk, why not the dec the aggressor has paid for?

You see it as an immutable paid function, i see it as a potential confrontation point.
Kaarous Aldurald
Black Hydra Consortium.
#169 - 2015-09-05 03:12:09 UTC
Tyberius Franklin wrote:

To answer your question though, that's our fundamental disagreement. If assets the defender paid for can be put at risk, why not the dec the aggressor has paid for?


Firstly, because it invalidates structures destruction, which will never happen.

Secondly because there are already too many ways to get out of a wardec, so unless dec dodging is going to be removed and/or banned, your position is untenable.

Thirdly because it defeats the purpose of the mechanic existing in the first place if the defenders can just turn it off by hitting a structure with a ten minute entosis cycle.

Fourthly because, by handcuffing the war's very existence to the structure, you are actively (and I suspect knowingly) discouraging dynamic content by forcing people to stay within a close enough area to defend the stupid thing. Gone will be roams, one man shows, and most smaller groups.

This is a non starter. Do not pass Go, do not collect 200 isk.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Joe Risalo
State War Academy
Caldari State
#170 - 2015-09-05 03:17:36 UTC
Kaarous Aldurald wrote:
Tyberius Franklin wrote:

Im still not getting how fights are safe.


Structure shoots are not fights, when you get right down to it.

If the defender really is willing to fight, and capable of contesting the structure, then they can win any fights against the attacker anyway, and force them to drop the dec or leave the defenders alone. Anyone who could use this mechanic, does not need it, basically.

This is a non starter. Simple as that.




Regardless of your beliefs on a structure, the point is still valid that war decs present no viable option to weak targets apart from not logging in, which is not a mechanic, it's a hindrance.

There needs to be incentive for defenders to undock, and there needs to be incentive for aggressors to do something other than logging in to catch single targets out in the open.

In war, you can't just log off when the situation suits you.
You might be able to hide, but your opponent would be able to attain intel on where you're hiding.

I realize Eve is a game and RL doesn't apply, but the point is, there needs to be something to incentivize both sides actually engaging and engaging in places other than stations and gates.

A structure may not be the right way to go about this, so lets provide another option.

This is way different than my structure suggestion.


  • Aggressor pays for war dec.

  • Price of war dec is fixed and is NOT determined about amount of members of attacker or defender. This makes deccing small corps less viable thus more meaningful, and makes deccing large corps/alliances more viable and the sheer number of defenders is enough to establish meaning.

  • Cost of war dec is paid on a daily basis, as opposed to weekly, with a minimum days requirement.

  • In order for the deccer to reduce the cost of retaining the war, they must cause isk loss to the defender.
  • This is determined on an attacker vs defender member count.
    Example (not representative of actual values).
    Attacker members / Defender members = Isk loss requirement
    1 / 1 = must cause more than double the attrition to defender
    2 / 1 = Must cause more than Triple the attrition to defender
    1 / 2 = Must cause more than equal the attrition to defender

  • Defender can increase the cost for the attacker to retain the war by causing attrition to the attacker. However, the defender value is more favorable.
  • Example
    Defender / Attacker = requirement
    1 / 1 = must cause more than half the attrition to attacker
    2 / 1 = must cause more than equal the attrition to attacker
    1 / 2 = must cause more than 1/4 the attrition to attacker

  • If both sides do not meet quota, than they're both fined 10 mil per day(example(perhaps it would be 50mil?)), for each day that no attrition is caused. This forces action, dropping the dec, or coming to an agreement for surrender that is supported with game mechanics.

  • If either party adds members, the attrition requirement is increased.

  • If either party drops members, the attrition requirement IS NOT decreased.
  • (thus, adding or reducing members is not beneficial to either party, but is an option)

  • Since the cost of the war is on a daily basis, the attrition can determine price on a day to day basis.
  • If the attacker meets attrition quota, the cost of the war is reduced daily, up to being 0.
    If the defender meets attrition quota, the cost is increased with no limit on cap, thus forcing the defender to quit. Game mechanics will support this and show the defender won the war.


I likely missed a few things, but i'm sitting in my truck and need to head home, so we'll have to consider what I may have missed.

Point is, this gives both sides incentive to fight and in doing so, is presented with a notable value that swings the war in their favor.
Kaarous Aldurald
Black Hydra Consortium.
#171 - 2015-09-05 03:22:16 UTC
Joe Risalo wrote:

Regardless of your beliefs on a structure, the point is still valid that war decs present no viable option to weak targets apart from not logging in


That's not valid at all. It is trivially easy to avoid war decs themselves and war targets during an active dec.

Trying to lie and claim that the poor bears have no options just makes you look foolish. I'll tell you straight up that I am not going to read any more of your suggestions, either. Any way to dissolve a wardec without formally surrendering to the attacker is unacceptable.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Joe Risalo
State War Academy
Caldari State
#172 - 2015-09-05 03:36:46 UTC
Kaarous Aldurald wrote:
Joe Risalo wrote:

Regardless of your beliefs on a structure, the point is still valid that war decs present no viable option to weak targets apart from not logging in


That's not valid at all. It is trivially easy to avoid war decs themselves and war targets during an active dec.

Trying to lie and claim that the poor bears have no options just makes you look foolish. I'll tell you straight up that I am not going to read any more of your suggestions, either. Any way to dissolve a wardec without formally surrendering to the attacker is unacceptable.


1) I was referring more specifically to a small corp getting decced by a large corp and having no means to stop it, apart from meeting surrender requirements (which are typically made near impossible just so corps can't surrender) or not logging in and waiting for the deccer to get bored, all while being the cheapest war dec target available.

2) If a defender is causing more isk loss to the attacker than they of incurring, then why would they have to surrender in order to stop the war?

3) if you're not willing to have a discussion, then unsub from this thread.

4) If you're not going to read my above posted suggestion and provide valuable critique in the discussion, then don't comment.

5) You and I both know that war decs are broken in favor of the aggressor. However, you just don't care as you are the aggressor and don't want things to be reasonably fair for your intended target.
After all, you choose your target based on ease of KMs to begin with.

Heaven forbid anything should be less favorable for you.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#173 - 2015-09-05 03:56:37 UTC
Kaarous Aldurald wrote:
Tyberius Franklin wrote:

To answer your question though, that's our fundamental disagreement. If assets the defender paid for can be put at risk, why not the dec the aggressor has paid for?


Firstly, because it invalidates structures destruction, which will never happen.

Secondly because there are already too many ways to get out of a wardec, so unless dec dodging is going to be removed and/or banned, your position is untenable.

Thirdly because it defeats the purpose of the mechanic existing in the first place if the defenders can just turn it off by hitting a structure with a ten minute entosis cycle.

Fourthly because, by handcuffing the war's very existence to the structure, you are actively (and I suspect knowingly) discouraging dynamic content by forcing people to stay within a close enough area to defend the stupid thing. Gone will be roams, one man shows, and most smaller groups.

This is a non starter. Do not pass Go, do not collect 200 isk.

Structure destruction is easily protected by ensuring whatever sequence ends the war is comparable to taking down a structure. The war timeframe should be adjusted to allow for either to happen within reason.

As for second, we currently have no means to compel wars to end so lacking an alternative makes this the smartest response. This could provide room to reduce the ability to dodge decs in having another course of action. But that said even with no other changes it still provides reason for engaging.

Third is just hyperbol. I never suggested that it be so simple, and infact stated it should be comparable to destroying another structure to ensure parity.

The forth is an interesting concern, but allows a strategic play in determining whether to place close or far from the defender.

Seems interesting to me.
Iain Cariaba
#174 - 2015-09-05 04:08:36 UTC
Joe Risalo wrote:
Heaven forbid anything should be less favorable for you.

Pot, meet Kettle, and welcome to EvE to both of you.

Honestly, Joe, it really is absurdedly simple to not be impacted in any meaningful way by a wardec, while still keeping your usual play schedule. I know I've listed about half a dozen ways in previous identical threads.

The real problem here is not the wardecs, but that you, and those complaining about wardecs, have shoehorned yourselves into such narrow roles in the game. Wardecs don't need changed. You need to grow up as a character. Put your big boy pants on, get out of your asteroid belts and missions, and learn three or four other ways to play. Those with options are totally uneffected by wardecs.
Joe Risalo
State War Academy
Caldari State
#175 - 2015-09-05 05:25:07 UTC
Iain Cariaba wrote:
Joe Risalo wrote:
Heaven forbid anything should be less favorable for you.

Pot, meet Kettle, and welcome to EvE to both of you.

Honestly, Joe, it really is absurdedly simple to not be impacted in any meaningful way by a wardec, while still keeping your usual play schedule. I know I've listed about half a dozen ways in previous identical threads.

The real problem here is not the wardecs, but that you, and those complaining about wardecs, have shoehorned yourselves into such narrow roles in the game. Wardecs don't need changed. You need to grow up as a character. Put your big boy pants on, get out of your asteroid belts and missions, and learn three or four other ways to play. Those with options are totally uneffected by wardecs.


I personally could care less.'this character stays in NPC corp, and my alt is in an alliance that loves war.

Doesn't make war decs balanced.

When roaming, you pick a fight you know you can win. I don't think war decs should also be mechanically included to support that as well.
Also, war is supposed to be meaningful. In some cases it is, but in the vast majority of cases, it's only used to pick on the little guy and get free KMs.
Iain Cariaba
#176 - 2015-09-05 05:57:19 UTC
Joe Risalo wrote:
Iain Cariaba wrote:
Joe Risalo wrote:
Heaven forbid anything should be less favorable for you.

Pot, meet Kettle, and welcome to EvE to both of you.

Honestly, Joe, it really is absurdedly simple to not be impacted in any meaningful way by a wardec, while still keeping your usual play schedule. I know I've listed about half a dozen ways in previous identical threads.

The real problem here is not the wardecs, but that you, and those complaining about wardecs, have shoehorned yourselves into such narrow roles in the game. Wardecs don't need changed. You need to grow up as a character. Put your big boy pants on, get out of your asteroid belts and missions, and learn three or four other ways to play. Those with options are totally uneffected by wardecs.


I personally could care less.'this character stays in NPC corp, and my alt is in an alliance that loves war.

Doesn't make war decs balanced.

When roaming, you pick a fight you know you can win. I don't think war decs should also be mechanically included to support that as well.
Also, war is supposed to be meaningful. In some cases it is, but in the vast majority of cases, it's only used to pick on the little guy and get free KMs.

There is no difference in judging a target of a roam or the target of a wardec. Both are about whether or not you think you can win. If you think you can win, you go for it, if not, you don't. The entire basis behind every single argument about wardecs being unfair is that you somehow think there's a great deal of difference in the decision making between the two activities.

The highsec station campers wardec the major nullsec coalitinos so they can get free KMs off the scrubs who go to Jita. No one calls this unfair or unbalanced, yet you grab your pitchfork and torch and get behind every little idea that will somehow protect the smaller corps from the predations of the big bullies. The vast majority of those smaller corps I see supporting this double standard are those who think they should be allowed to do whatever they please, with no risk of non-consensual PvP. Apparently it's okay to farm free KMs from the nullbears, but not from the highsec carebears.

Lastly, as someone who has been to war in the real world, I can tell you truthfully that war is not meaningful. It is wasteful, ugly, horrifying, and just about every other negative adjective you want to put here, but it is never meaningful. But, this is a video game, so why should war be meaningful in EvE? We're immortal space gods. The only thing put at risk in a wardec between immortal space gods are things, and things are replaceable. That some people put an inordinate amount of value on imaginary things is likely a weakness of character on their parts.
Black Pedro
Mine.
#177 - 2015-09-05 07:58:39 UTC  |  Edited by: Black Pedro
Tyberius Franklin wrote:
A war end brought through force is not consensual. It allows both parties an incentive to aggress and allows the defender to come out of a passive role for a potential but non-material gain. Non-concensual pvp is not harmed by this idea but rather allows further non-consensual counter aggression.

Of course it is. I declare war on you with the intention of destroying your structure and stopping your resource gathering. You now have an option to stay in the war, or opt-out, by destroying a structure. If you succeed I am unable to attack you again. I am unable to force non-consensual PvP upon you because you have immunity.

I'll admit it is better than a PvP-flag, but only just. It provides you with a way to isolate yourself from the sandbox, and turn off the most risky form of PvP in highsec. This is why it will never happen, nor should it.

Tyberius Franklin wrote:
That seems very much in line with the premise of the game. I never rejected the idea of pvp and litterally got behind this idea for the opposite reasons you continue to attribute to it falsely. There is no reason to do more reading since the promotion of pvp is the goal here.

And, yes, if the issue is one of arbitrary systems then the war system is flawed. If not there is no reason to oppose adding another war goal for that reason. Wardecs are mechanically arbitrary. That they serve a purpose doesn't counter this or suggest they are even the best mechanism for that purpose, or are implemented in the best way. As you rightly poiny out the new structures but up against the limits of the war system.
Wardecs are not there to promote PvP - they are there to allow it. Without wardecs, there would be no PvP of consequence in highsec. Suicide ganking is easily mitigated, and useless against structures (ok, I have suicide ganked laboratories, so let's say online structures). Wardecs are absolutely, 100% necessary to exist in some form and if you have a way to turn them off, even if that way involves shooting something, it provides near perfect safety in a game that was designed so you are never be 100% safe. So do you see yet why your idea is unworkable? Or do I need to rephrase the same reality for a tenth time?

Tyberius Franklin wrote:
Now one thing I will say about the supposed observations about CCP's intents is this: CCP has yet to suggest through redistribution of content or mechanics changes that the balance of safety errors so severely in any direction that it needs immediatelly revised, or that highsec is not an intended method of play for whatever age of player.

This may not be the most accurate interpretation of events, but I have no reason to find it less plausable than your own reasoning.
We agree on this. The risk vs. reward balance of highsec is seriously out of whack, and has been for years. Interestingly, the decrease in player counts and the stagnation in nullsec correlates quite well with the increases in highsec safety and highsec income added by CCP to appease carebears and chase new subscribers. I understand the motive behind CCP's decisions, but all they have done is shown that indeed a competative sandbox game cannot work if you have a lucrative and safe zone, or all the veterans will just move there and exploit that space to make an income, asphyxiating the rest of the game. Let's hope CCP Seagull is not too late, and not too timid, to save the game from these poor decisions of the past.

Tyberius Franklin wrote:
As far as accusations of self servitude, you do realize current mechanics allow for far more safe alternatives already yes? The idea is far less safe then most potential war responses right now, and in fact not safe at all unless you consider guaranteed aggression safe. Your accusations of self servicing metagaming do make it clear you don't know my intents or personal in game motivations though. That said you seem so thoroughly attached to that idea now that nothing could make you think otherwise, but that certainly doesn't make it true.
The current mechanics allow for continual evasion as strategy for safety. This needs to be fixed, and is being addressed by the new structures. The rigs of the new structures will make players who use them unable to just pack up and jump corp like they do today. They will have to fight if they want to keep their structures. Bravo CCP! There will now be consequences for evasion.

As for corps that do not have structures, that bothers me less. Don't get me wrong, the dodge hole should be fixed, but corps without structures are pretty much NPC corps anyway, just benefiting from a lower tax rate and a shared hanger and name. The reward they are getting is not much more than what they would get in an NPC corp, so they should be a little safer than corps that are benefiting from in-space structures. Better would be some sort of "corp lite" so they could be immune from wardecs, can play with a social group, but not benefit from the rewards of being in a proper, competitive player corp.

As for the accusation of self-serving ideas, I apologize for making that. I cannot know what you do in game or your intentions for suggesting these changes. However, there are far too many players that do come to these forums, putting forth ideas to make the game "better" that just give them an advantage in the game. The worst of these offenders in my opinion, are those that propose increased safety for their ISK-making activities (i.e. the carebears). These "ideas" will have the predictable consequence of reducing targets and conflict, thus draining the lifeblood of this PvP sandbox, while simultaneously giving them more resources at no extra effort. These ideas are completely self-serving and not designed to make the game better, only their game easier. They need to be called out as when CCP listens to them, the game suffers.
Joe Risalo
State War Academy
Caldari State
#178 - 2015-09-05 14:16:10 UTC
Black Pedro wrote:

Of course it is. I declare war on you with the intention of destroying your structure and stopping your resource gathering. You now have an option to stay in the war, or opt-out, by destroying a structure. If you succeed I am unable to attack you again. I am unable to force non-consensual PvP upon you because you have immunity.

I'll admit it is better than a PvP-flag, but only just. It provides you with a way to isolate yourself from the sandbox, and turn off the most risky form of PvP in highsec. This is why it will never happen, nor should it.



Man, you are stubborn with this whole "killing a structure is immunity" thing.


So, lets say the structure has the same HP as a POS.
It would take the defender quite a while to pop it, decreasing with more dps.

This is a window in which the attacker can get kills, that otherwise wouldn't have happened.

It's not immunity, as immunity assumes you cannot be decced again.
The attacker would be free to dec you again, but would need another structure.


Having said all that, I do see flaws in the idea.
Examples would be a 5 man attacker vs 200 defender would never be able to defend the structure, while in a 200 attacker vs 5 defender means the defender would never be able to attack the structure.


Now, this is why I mentioned this.
Which I feel is a much more balanced option.
Granted, it does need to be fleshed out, but I feel it gives attackers and defenders a reason to undock.

With current mechanics, there is no reason for the defender to undock. In the case of attackers, the only reason for the attacker to undock is because there's a lone ship out mining or missioning and is defenseless.
Kaarous Aldurald
Black Hydra Consortium.
#179 - 2015-09-05 16:48:35 UTC
Joe Risalo wrote:

So, lets say the structure has the same HP as a POS.


Under no circumstances are we going to even discuss this as though you can shoot at them. You will not be able to, period. CCP has said that going forward, structures will involve the entosis mechanic.

And that means that you are suggesting that a ten minute entosis timer be allowed to dissolve a wardec.

That is unacceptable.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Joe Risalo
State War Academy
Caldari State
#180 - 2015-09-05 16:57:11 UTC
Kaarous Aldurald wrote:
Joe Risalo wrote:

So, lets say the structure has the same HP as a POS.


Under no circumstances are we going to even discuss this as though you can shoot at them. You will not be able to, period. CCP has said that going forward, structures will involve the entosis mechanic.

And that means that you are suggesting that a ten minute entosis timer be allowed to dissolve a wardec.

That is unacceptable.



Dude, quit picking the part of my comment out to bash.
Finish reading the damn thing.

I specifically stated that I see the flaw with the idea and instead have provided a different option.
To which you likely haven't read and/or don't care to comment on, as you likely don't want decs to change from what they are now.