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Warfare & Tactics

 
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Stepping into Faction Warfare

First post
Author
Nat Silverguard
Aideron Robotics
Aideron Robotics.
#41 - 2015-09-01 07:35:46 UTC
Nicholas Goldfinder wrote:
Giving suspect timers to neutrals entering plexus is a bit strong and counter intuitive, because the real act of aggression is made by the FW dude of the opposing militia, that enters the plex to increase contestation in the system.

Giving limited aggression timer solves the problem better, because everyone can get it without it being weird.


the point of this is for us FW dudes not to acquire standing hits in shooting neutrals who enters our plex.

so how to avoid that? the easy and popular solution is to make neuts entering plexes suspects. if you have any idea to address the issue then feel free.

Just Add Water

Master Sergeant MacRobert
Red Sky Morning
The Amarr Militia.
#42 - 2015-09-01 13:19:44 UTC
First of all thanks Sugar Kyle. Great of you to ask for details and it is good to know again that things are still being looked at. The system will never be perfect so will always need a review periodically.

I have been particularly busy but also wanted to see what people posted.

Thantos Marathon has posted well. A lot of what I would suggest is in this quote:

Thanatos Marathon wrote:
Welcome to FW mail from NPC corp with useful information (link to how plexes work, basic FW overview pack, how to find a fleet in fleet finder, how to start one, external tools like dotlan, etc.).
Massive warning about standings issues long term.
Basic Militia Overview in Militia chat and FW panel and in welcome to FW email.
Contracts to Militia so that corps with established and strong logistics groups can help support newbros with prefit ships.
Get rid of allied militia/purple overview issues.
Strengthen the response of highsec navy NPCs so that the rats can't be tanked nor dragged away forever. This will still allow speed based attacks (warp in, pew, run away) in enemy highsec.
Standings Issues, including applying standings on an individual level instead of a corp/alliance level.
Smooth out the tier system so Tier1 payouts aren't so small and Tier4+ aren't so amazingly large (devalues plex lp).
Ban T3Ds from small plexes.
Remove aggression from plex rats (solves afk oplexing in a drone boat as well as making sure newbro's aren't taking damage from a freshly spawned NPC while also combatting the enemy).
Training for basics of frigate pew, fittings and tactics (scram, scram kite, kite).
FW specific advertising.
Suspect on plex gates.
Slight nerf to pirate frigs, specifically garmur and worm (or ban them from novices).
Reduce the strength of all links by 40% (random number).
Increase new character SP by a million and a half and put them in core skills (navigation, cap, shields, armor, etc.) and base racial frig and weapon systems.
Change default warp to range on plexes to 10 so newbro's don't get caught on accel gate by warping at zero.



I particularly like:
1. The FW Mail - give them some links to useful sites, information about what they have got themselves into and tips.
2. Overview - this is the number one thing
3. Contract to Militia help out everyone and particularly new Militia pilots. You will see an increase in open militia fleets when everyone in the militia can buy contracts for quick reshipping that fit what the FC wants.
4. Toughen NPC's in HiSec
5. I have said before that Tier 1 should not penalize plex work and that the rewards for 3,4 & 5 are too high
6. T3D's should not be in smalls
7. The aggression from plex rats thing is a smart move to change afk farming

I'm not against his other points, except perhaps:

I do not think a suspect flag is correct for plex gates... This has been discussed a lot from both Points of View. I think it should be a limited aggression timer on activation or there should be no sec hit for combat inside the plex's for anyone. After all you do not want to add a combat suppressor to something that is a combat driver.


A vital point for Sugar Kyle. The reason there is such a need for new members of FW is because there is no real long game. The incentives to stay in FW, after the initial honeymoon, are none other than LP to Isk rewards being high.

Do not stop at enhancing the new capsuleer experience in FW and then ignore the changes that are needed to give reason to stay in FW. I look forward to a thread being posted requesting further ideas on this.

"Remedy this situation or you shall live out the rest of your life in a pain amplifier"

Sugar Kyle
Middle Ground
#43 - 2015-09-01 16:21:16 UTC
Thank you for all the thoughts and feedback. Now I get to do the glamorous job of pouring this all into a singular document for CCP. :)

Member of CSM9 and CSM10.

Aerasia
Republic University
Minmatar Republic
#44 - 2015-09-01 20:07:37 UTC
Master Sergeant MacRobert wrote:
The reason there is such a need for new members of FW is because there is no real long game. The incentives to stay in FW, after the initial honeymoon, are none other than LP to Isk rewards being high.
I'd hazard to say that the "point" behind FW is gudfights.

This is going to be the purpose behind suggestions like "Ban T3Ds from Smalls" and putting timers on people who enter plexes. Even the people rabidly suggesting that a plex should automatically explode anyone who enters while having a Warp Stab fit are chasing the same goal: pew.

So I'd say there isn't a 'long game' to chase. Instead it's the moment-to-moment. Get plexes figured out so you can do some ghetto matchmaking. Figure out OGBs so we don't all need to be running around with a Tengu alt. Suggest getting into FW during the tutorials, and then make sure that newbro can both participate and knows how.

Which isn't to say that we don't need some modification of the larger systems. The reward tier is a classic example of positive reinforcement run amok. O-Plexing should be heavily rewarded when you're at low tier to encourage offence, just as D-Plexing should be would be most beneficial to encourage at mid tiers to solidify borders. Presumably leaving FW missions for the high tiers to encourage farmers to leave the battle entirely and let the battle lines move back to center.
Master Sergeant MacRobert
Red Sky Morning
The Amarr Militia.
#45 - 2015-09-01 21:05:22 UTC
Aerasia wrote:

Master Sergeant MacRobert wrote:
The reason there is such a need for new members of FW is because there is no real long game. The incentives to stay in FW, after the initial honeymoon, are none other than LP to Isk rewards being high.
I'd hazard to say that the "point" behind FW is gudfights.



Aye, pew should be the fundamental aspect to the design. There are aspects that can be explored further to introduce more conflict drivers and some that include PvP escalation.
There are opportunities to tinker with the current mechanics that can catalyse more pew and reward those that plant a flag in the warzone and state "if you want it, then come and take it".

Aerasia wrote:

So I'd say there isn't a 'long game' to chase. Instead it's the moment-to-moment.

Nay, there is more than one playstyle found in the Warzone. The current system already points to fights over a plex, extended to a system, to a constellation, to a whole warzone.

Aerasia wrote:


  • The reward tier is a classic example of positive reinforcement run amok
  • O-Plexing should be heavily rewarded when you're at low tier to encourage offence
  • just as D-Plexing should be would be most beneficial to encourage at mid tiers to solidify borders.
  • Presumably leaving FW missions for the high tiers to encourage farmers to leave the battle entirely and let the battle lines move back to center.
.

I agree with this.

There are a plenty of suggestions that can be made to things already built in but, it is for another thread.

Believe me when I say, there are a number of people in Militia's who have many thoughts, drafts and proposals for upping the longevity of the FW experience.

There has been a marked drop in Veteran Militia pilots brought about solely from frustration in systems and mechanics, not from a loss of will.

This is why I think we must see a similar exploration (later) of the other aspects of FW including:

  1. LP Stores,
  2. System Upgrades,
  3. Pilot Ranking system,
  4. reward balance from PvP kills converse to plex capture rewards,
  5. the tier system,
  6. FW I-hubs,
  7. complex spawn balancing
  8. Militia events



Damn, I was going to play some Eve tonight. .. time to log in.

"Remedy this situation or you shall live out the rest of your life in a pain amplifier"

Aerasia
Republic University
Minmatar Republic
#46 - 2015-09-01 22:43:44 UTC
Master Sergeant MacRobert wrote:
There are a plenty of suggestions that can be made to things already built in but, it is for another thread.
Exactly why I didn't bring it up in my first post in this thread. Now that Sugar's got what she needs, we're free to go bananas. :)

But I'll admit, I may be coming at this from a different angle from many of the people who stick with EVE. I continue to put hours into Planetside because the fighting is fun. There are complaints that it has no meta, or end game, or consequences - but I'm a firm believer in the idea that you can have a long lasting experience without some long term goal, but it's very hard to do if logging in is seen as a punishment.

You're right though. There is more than one playstyle. It's my take on the priorities that when I think of the 'goal' of FW, I can see the idea of a little badge of achievement on your character info and think "Done, and done." It won't satisfy everybody, and it would be great to eventually see material impacts (can you imagine Caldari getting to tier 4, and Tama going to 0.5 sec?).

May Arethusa
Junction Systems
#47 - 2015-09-02 00:08:00 UTC
I've been recruiting for FW corps for a while now, and the range of people it attracts is staggering. However, they all go through the same learning process.

You tell them where to go. It might be your corp's home system if they're joining a player corp, but it's often the main hub for your militia for players joining one of the NPC corps.

When they get there, you give them a new overview. The default one is awful, and should be made to identify friendlies above pirates and criminals by default. You don't need a Faction Warfare pack, most corps and alliances will provide their own anyway, but out of the box the default setting should be fixed to address this problem.

Once you're certain they're not going to shoot you by mistake, you teach them how to plex. Currently this involves either linking outdated information, or simply undocking and going to a plex, talking them through the various mechanics.

Then they inevitably die in an Industrial moving their stuff through high-sec.

You're right, the career agents do suggest joining the militias, but any instruction ends there. Adding another career agent accessible upon entry to the militia that takes care of the above steps (not the dying in an Industrial part, they can learn that for themselves) for us should streamline the process of introducing new players to how Faction Warfare works. That way, we can direct new players to the career agent, knowing they will emerge with a solid grasp of the very basics. Any welcome mail can direct players to this agent, and Opportunities can make them feel special when they complete each step.

It takes a lot of the load off recruiters and instructors, allowing them to get more people through the door and focus on teaching them not to suck at PvP.
Zirashi
Cyclical Destruction
#48 - 2015-09-03 05:14:25 UTC
Nicholas Goldfinder wrote:
Giving suspect timers to neutrals entering plexus is a bit strong and counter intuitive, because the real act of aggression is made by the FW dude of the opposing militia, that enters the plex to increase contestation in the system.

Giving limited aggression timer solves the problem better, because everyone can get it without it being weird.


TL;DR version:

a neutral entering a war zone is far more suspect than a militia fighter entering that

Wall o'Text version:

And that FW dude is flagged as a war target for it; open to being freely engaged anywhere in space at anytime. That's his limited engagement timer.

The neutral "civilian" however, can freely warp into a pocket in space clearly designated as a battleground, in an armed combat ship, slow boat into optimal, lock, and fire the first shot. Something which can be the deciding factor in a fight, especially when it's frigates.

Meanwhile I can't do anything to preemptively defend myself if I want to keep my sec status intact. I either take a security hit and do what I need to do to survive, start a fight in one of worst positions possible, or run. THAT is counter-intuitive. I'm here to defend this position, but I get penalized when a neutral comes at me in a place meant only for combat and I fire first.

I hate to bring up a realworld analogy here, but it would be like a guy walking in a bank shouldering an M16, walking up to the teller, pointing it him, and the guards being unable to legally say or do anything because technically he hasn't actually shot anyone or demanded money yet.

This is probably a moot argument, anyway. If the rumors are true, FW gates suspect flagging non-militia is supposedly coming.

Master Sergeant MacRobert
Red Sky Morning
The Amarr Militia.
#49 - 2015-09-03 13:00:07 UTC
The most sensible option is to cause no penalty to anyone inside a FW Plex, who is attempting to engage in player on player aggression.

Why?:
A suspect flag is a penalty to a neutral. Now take the scenario that the occupant of the plex is a farmer and just warps off (readily aligned) when the neutral lands. Multiply and you have one very de-motivated neutral PvPer (even without the suspect flag which means he/she could be blown up by anyone on a gate after the farmer left them empty of content)


There should be no penalty for a FW Militia pilot choosing to engage anyone inside a FW capture plex. There really should not be any penalty for anyone under these circumstances (we want War!).


Two mechanisms I would immediately introduce:

  1. No sec status hits inside FW plex's. I don't care how you implement it but just do it.
  2. When a Militia pilot warps into a plex that has been partially captured. The timer rolls back at twice the speed that it climbs, as long as the militia pilot remains. They still have to "capture" the plex at normal speed but this means that they can undo work of someone who will not face up and confront them (which seems fair to me).


"Remedy this situation or you shall live out the rest of your life in a pain amplifier"

Thanatos Marathon
Moira.
#50 - 2015-09-03 17:05:01 UTC  |  Edited by: Thanatos Marathon
ftfy

Zirashi wrote:
This is probably a moot argument, anyway. If the rumors are true, FW gates suspect flagging everyone is supposedly coming.
Yang Aurilen
State War Academy
Caldari State
#51 - 2015-09-04 10:21:54 UTC
Master Sergeant MacRobert wrote:
The most sensible option is to cause no penalty to anyone inside a FW Plex, who is attempting to engage in player on player aggression.

Why?:
A suspect flag is a penalty to a neutral. Now take the scenario that the occupant of the plex is a farmer and just warps off (readily aligned) when the neutral lands. Multiply and you have one very de-motivated neutral PvPer (even without the suspect flag which means he/she could be blown up by anyone on a gate after the farmer left them empty of content)


There should be no penalty for a FW Militia pilot choosing to engage anyone inside a FW capture plex. There really should not be any penalty for anyone under these circumstances (we want War!).


Two mechanisms I would immediately introduce:

  1. No sec status hits inside FW plex's. I don't care how you implement it but just do it.
  2. When a Militia pilot warps into a plex that has been partially captured. The timer rolls back at twice the speed that it climbs, as long as the militia pilot remains. They still have to "capture" the plex at normal speed but this means that they can undo work of someone who will not face up and confront them (which seems fair to me).




1. Suspect for neutrals on gate activation is the most elegant and well, easiest solution for CCP since suspect timers already exist under the crime watch system. Having CCP code stuff so that you don't incur a sec penalty in lowsec in a really specific portion of space seems time-intensive to be fair. Also you don't think farmers are also demotivating for the FW peeps that actually fight for FW?

2. Care to elaborate? Which militia pilot? Are you saying that any if I oplexed a novice for 4 minutes it will only take 2 minutes for someone to deplex it?

Post with your NPC alt main and not your main main alt!

Master Sergeant MacRobert
Red Sky Morning
The Amarr Militia.
#52 - 2015-09-04 13:08:14 UTC
Yang Aurilen wrote:
Master Sergeant MacRobert wrote:
The most sensible option is to cause no penalty to anyone inside a FW Plex, who is attempting to engage in player on player aggression.

Why?:
A suspect flag is a penalty to a neutral. Now take the scenario that the occupant of the plex is a farmer and just warps off (readily aligned) when the neutral lands. Multiply and you have one very de-motivated neutral PvPer (even without the suspect flag which means he/she could be blown up by anyone on a gate after the farmer left them empty of content)


There should be no penalty for a FW Militia pilot choosing to engage anyone inside a FW capture plex. There really should not be any penalty for anyone under these circumstances (we want War!).


Two mechanisms I would immediately introduce:

  1. No sec status hits inside FW plex's. I don't care how you implement it but just do it.
  2. When a Militia pilot warps into a plex that has been partially captured. The timer rolls back at twice the speed that it climbs, as long as the militia pilot remains. They still have to "capture" the plex at normal speed but this means that they can undo work of someone who will not face up and confront them (which seems fair to me).




1. Suspect for neutrals on gate activation is the most elegant and well, easiest solution for CCP since suspect timers already exist under the crime watch system. Having CCP code stuff so that you don't incur a sec penalty in lowsec in a really specific portion of space seems time-intensive to be fair.

2. Care to elaborate? Which militia pilot? Are you saying that any if I oplexed a novice for 4 minutes it will only take 2 minutes for someone to deplex it?


Thanks for the questions Yang.

1. Suspect for neutrals on gate activation is not the most elegant solution. It is counter intuitive to design a combat suppressor on top of a conflict driver (it appears you do not realise that what is on the table is a suspect timer for all pilots using the gate).

It might well be the easiest solution but I'm not concerned about ease. They need to code fixes all over FW mechanisms so they should put a proper project together and do it. There have been too many such instances of easy options that have amounted to a plaster ("bandaid") pasted onto a "broken weld-joint".

Yang Aurilen wrote:

Also you don't think farmers are also demotivating for the FW peeps that actually fight for FW?

No I did not say that. I was playing devils advocate for the neutrals as most appear to have grown bored of the subject (it has been discussed a lot already). Farmers are demotivating (hence why many want timer rollbacks in one of various forms see 2.)

Yang Aurilen wrote:
2. Care to elaborate? Which militia pilot? Are you saying that any if I oplexed a novice for 4 minutes it will only take 2 minutes for someone to deplex it?


You have worked 4 minutes and it will now take your enemy 17 mins to capture the novice (rather than 19). Or 2 minutes to reset the novice to "unworked".

"Remedy this situation or you shall live out the rest of your life in a pain amplifier"

Tipa Riot
Federal Navy Academy
Gallente Federation
#53 - 2015-09-05 10:50:07 UTC
This suspect thing ...it may be a quick, but dirty fix. Consider the side effects; almost everybody in FW space will be suspect all the time. This would significantly change the meta for solo, frig fleets and gate camps towards the aggressor.

I'm my own NPC alt.

croakroach
24th Imperial Crusade
Amarr Empire
#54 - 2015-09-06 20:21:50 UTC
I've been in and out of Militia for about 4 years and right now, lowsec has zero appeal to me.

Few suggestions:


  1. Make the fight a four way fight, break the alliance between Caldari and Amarr, etc. Right now the fight is stagnated for both Amarr and Caldari.
  2. Enemy players should be unable to dock in enemy stations in all areas of space. Just enemy by faction, if there is a Minmatar station in Caldari space, it should allow them to harbor their militia.
  3. Lowskill players should be refused entry to militia; they have no business in PvP and get looked upon as spies. They need to focus on learning the game first.
  4. Highsec. I would actually suggest reducing or removing the navy. The web and neut effects are too strong for these ships (-75% web from a t1 frig?, 80km neut from a Raven?).
  5. With above, introduce highsec areas so we can have a more dedicated area without having to deal with neutrals in plexes, pirates, hotdrops, etc. Perhaps open up the Genesis area for this and provide a path for all militias?

Dispex
Aliastra
Gallente Federation
#55 - 2015-09-08 09:56:20 UTC
Tipa Riot wrote:
This suspect thing ...it may be a quick, but dirty fix. Consider the side effects; almost everybody in FW space will be suspect all the time. This would significantly change the meta for solo, frig fleets and gate camps towards the aggressor.



Yeah why not make it that when you enter the FW-Zone (the whole system) you get flagged or even better you will be notified that engaging you is a legal act because this is a WARZONE and no civilians or Pirats are allowed in here.

Isn't that logical? When nowadays pirates feel like moving near a navi ship and they are shot at there aren't any consequences for the navi guys?
Estella Osoka
Cranky Bitches Who PMS
#56 - 2015-09-08 15:53:24 UTC
Thanatos Marathon wrote:
ftfy

Zirashi wrote:
This is probably a moot argument, anyway. If the rumors are true, FW gates suspect flagging everyone is supposedly coming.


Oh wow. I can see this getting abused. Now all the a-holes who like to sit on station and blap with Nados will not have to worry about taking sentry guns.
May Arethusa
Junction Systems
#57 - 2015-09-08 22:30:35 UTC
Zirashi wrote:
This is probably a moot argument, anyway. If the rumors are true, FW gates suspect flagging everyone is supposedly coming.


Honestly, it's a terrible idea that makes no sense at all whatever way you look at it. I can't even find the words to describe how ridiculous it is.
Dispex
Aliastra
Gallente Federation
#58 - 2015-09-09 11:16:21 UTC  |  Edited by: Dispex
Quote:
Honestly, it's a terrible idea that makes no sense at all whatever way you look at it. I can't even find the words to describe how ridiculous it is.


Why should it be ridiculous? Because it will solve the problem with the neutrals in FW-complexes?

When the flagging will fade as soon as you leave the complex there shouldn't be any problem what so ever!
May Arethusa
Junction Systems
#59 - 2015-09-09 14:48:00 UTC  |  Edited by: May Arethusa
Dispex wrote:
Why should it be ridiculous? Because it will solve the problem with the neutrals in FW-complexes?

When the flagging will fade as soon as you leave the complex there shouldn't be any problem what so ever!


Open your Faction Warfare page on a non-enlisted character and read the front page. The one where it clearly states you'll be at war with X and Y in a CONCORD sanctioned war. Then go and read your Rules of Engagement, specifically the part where it explains who can shoot you and where. Nowhere does it state that RandomChap24 has the right to shoot you. He doesn't, he's a third party in a legitimate war, and should be treated as such. By flagging militia pilots inside plexes, you're not only legitimising his interference but rendering security status effectively null and void. Their criminal act (engaging military personnel actively participating in the capture of a strategic location) goes unpunished as a result.

Sure, we no longer take a hit for engaging them, but at what cost? Neutrals gain significantly more from this change than we ever will. If the idea is to make FW seem more appealing, how exactly is removing the need to sign up to shoot militia pilots without consequence doing that? It isn't, it's doing quite the opposite.

This is ignoring the numerous other problems such a system would create. Am I flagged for being inside the capture range, or inside the plex? What happens if I burn off grid in there, do I lose my flag? Is it a full 15 minutes, or a temporary flag like you seem to believe? What about fighting on the gate?

Recons? Useless. Cloaks? Useless. How do you tell the difference between someone inside a plex, and someone with a genuine suspect timer? Should your flag even be broadcast in local? Will I need to ref*ck my overview to see if hostile militia pilots are inside a plex? If I do will neutrals get this information for free?

I could go on. At great length. It's a crude, lazy, and ineffective, simultaneously removing a reason to sign up to FW in the first place.
Nameira Vanis-Tor
Sebiestor Tribe
Minmatar Republic
#60 - 2015-09-09 15:01:41 UTC
May Arethusa wrote:
Dispex wrote:
Why should it be ridiculous? Because it will solve the problem with the neutrals in FW-complexes?

When the flagging will fade as soon as you leave the complex there shouldn't be any problem what so ever!


Open your Faction Warfare page on a non-enlisted character and read the front page. The one where it clearly states you'll be at war with X and Y in a CONCORD sanctioned war. Then go and read your Rules of Engagement, specifically the part where it explains who can shoot you and where. Nowhere does it state that RandomChap24 has the right to shoot you. He doesn't, he's a third party in a legitimate war, and should be treated as such. By flagging militia pilots inside plexes, you're not only legitimising his interference but rendering security status effectively null and void. Their criminal act (engaging military personnel actively participating in the capture of a strategic location) goes unpunished as a result.

Sure, we no longer take a hit for engaging them, but at what cost? Neutrals gain significantly more from this change than we ever will. If the idea is to make FW seem more appealing, how exactly is removing the need to sign up to shoot militia pilots without consequence doing that? It isn't, it's doing quite the opposite.

This is ignoring the numerous other problems such a system would create. Am I flagged for being inside the capture range, or inside the plex? What happens if I burn off grid in there, do I lose my flag? Is it a full 15 minutes, or a temporary flag like you seem to believe? What about fighting on the gate?

Recons? Useless. Cloaks? Useless. How do you tell the difference between someone inside a plex, and someone with a genuine suspect timer? Should your flag even be broadcast in local? Will I need to ref*ck my overview to see if hostile militia pilots are inside a plex? If I do will neutrals get this information for free?

I could go on. At great length. It's a crude, lazy, and ineffective, simultaneously removing a reason to sign up to FW in the first place.


You need to bear in mind that pilots who sign up to FW are signing up to surrender the limited protection of gate guns and station guns in both Low and High Sec. (Yes only to opposing militias, but you have to fly everywhere assuming you can be engaged anywhere and at any time). Therefore FW pilots should not face too much change with the suspect timers except for irritations where some pilots in your fleet are flagged and others are not. Even then you could move your fleet en mass into a Plex at the same time to sync the timer to avoid confusion.

This is a measure that would bug neutrals in the warzone more as it is frankly safer space for them that is being compromised.