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Petrified for CSM 11

Author
Petrified
Old and Petrified Syndication
#1 - 2016-02-02 23:03:45 UTC  |  Edited by: Petrified
When I started playing EVE in 2003, I was not keen on the MMO/pay to play genre. At the time, I did not see much value in paying a monthly fee for a game. Between that and a general sense of confusion over what I can do in EVE, I stopped playing after my first month out of Beta. I was drawn in again a few years later and played for a longer period before I stopped playing for personal family reasons and over several more years started and stopped again until picking up full time play of EVE in 2010.

What stands out to me in all cases is that I came back to EVE due to the Intro movies and later the Alliance Tournaments showing up on YouTube. The idea of EVE being this big universe full of danger and adventure was attractive. The idea that I could fly with other people co-operatively and fight others was attractive. My decisions mattered and effected my wallet in interesting ways.

I am interested in making this game attractive to new players for the reasons EVE is attractive to the older players: a dangerous universe where you are not tied to any one thing. You can become something more and become something better. You can get kicked in the face and learn so that perhaps, one day, you can return the favor. The story line in EVE is a good solid story line. It is not one that pretends you are the center of the story - to be that, you have to make it yourself in EVE. To be a Band of Brothers, a Mittani, a Pandemic Legion, etc, you have to work at it to make yourself part of the narrative. These are good things. I believe maintaining risk and depth of play is crucial to player retention.

My focus, if elected to CSM 11 will be to seek improvements to the player experience as a whole. To make EVE less safe overall while improving the interactive experience of the player to the game. The scarcity of something brings strife and conflict. The vulnerable seek the strong to protect them or hide where they may be safe for a time. The story line of EVE should progress the universe as a whole, adding content, making the excuse of why something exists the way it does, and otherwise giving those that role-play a solid focus without turning to the foolish model of making the story of EVE Online about the player itself.

* The PvPers should have the tools and resources to get into action, whether a long roam hunting for targets or jumping online to take someone out in a prepared way; PvPers should find their combat challenging and in the end gratifying. No PvPer likes twiddling their thumbs searching for combat and their combat records should be easier to find in game for their fame and glory in combat.

* The Mission runner should be able to fly missions but a concentration of missions should 'deplete' the availability of missions from a given Agent making it necessary for the mission runner to seek out other agents until the prior agent has something again. In turn this can increase the value of LP for a given group by scarcity and CCP can equally increase mission rewards so that the casual Mission runner gets more for their effort. This depletion is based on everyone obtaining missions for that particular agent so potential PvP situations can be created between mission runners seeking to monopolize an agent. (Agent Y offers up to X amount of missions per time period and finds Z many new offerings over a period of time). "My apologies capsuleer, but I gave out my last available mission to 'some other capsuleer'."

* For what purpose do war decs exist? Except for most structures all things can be destroyed without invoking a war dec (CODE. is a prime example of this). I would say the War Dec mechanic as it is now is broken. Should corporations without anchored structures in High Sec (MTUs excluded from this) be subject to war decs when their blingy ships, freighters, and mining ships can be destroyed without one? Unless a player corp. plans to anchor a structure, then perhaps they should enjoy the same immunity from war decs a non-player corp. enjoys.

* In the spirit of promoting conflict, Null Sec anomalies should be treated as a commodity that can suffer from over-harvesting. Why do more NPCs decide to go to a system where more of them have died? Too much harvesting of anomalies, be they mineral or be they NPC, should result in an overall decrease of their availability over time. The advantage to this is it will require movement out of a system and into others by ratters and miners. Empires may have to look at expansion to obtain more hunting grounds and PvP seekers will find targets with greater frequency as there should be less empty space.

I believe in the integrity and responsibility of the CSM as an organization representing the interests of the community as a whole in dialogue with CCP. A vote for me is a vote for the items I represent above and most importantly an independent voice. It is one vote less to certain large power blocs.


Thank you for your support.


I would also like to thank my fellow TOGer Doggfather for his valuable input and critique.

Cloaking is the closest thing to a "Pause Game" button one can get while in space.

Support better localization for the Japanese Community.

Valkin Mordirc
#2 - 2016-02-03 09:05:01 UTC  |  Edited by: Valkin Mordirc
Quote:
* For what purpose do war decs exist? Except for most structures all things can be destroyed without invoking a war dec (CODE. is a prime example of this). I would say the War Dec mechanic as it is now is broken. Should corporations without anchored structures in High Sec (MTUs excluded from this) be subject to war decs when their blingy ships, freighters, and mining ships can be destroyed without one? Unless a player corp. plans to anchor a structure, then perhaps they should enjoy the same immunity from war decs a non-player corp. enjoys.



You are comparing two different mechanics of a game and saying they obsolete each other.


That's like saying in Call of Duty why have guns in the game when the player can just knife every one? By your logic COD should remove one or the other completely, or make one completely and utterly different. Or how I can go to lowsec and PvP and that Highsec should be completely safe, your idea is just less extreme.

Wardecs need to be tweaked they are not broken. They need to be refreshed and given a new coat of paint. Like almost all of Highsec. But adding Arbitrary limits to a sandbox is not what a sandbox game needs by definition it should be left open. NPC corps are fine as they are with Wardec Immunity, they have proven to be more than enough for players to commit to daily every day gameplay of EVE. CAS being a prime and active example. Other NPC corps are of course not like CAS, but that is player driven content, and the tools provided by the game is obviously enough for other NPC corps to flourish as CAS has.

Also NPC corps are arguably worse, as one man rolling corp is even more effective because you can a zero tax rate and still dodge decs with no consequences.

Your idea is just another one more nerf and it'll all be balanced.

If you want to focus on tweaking wars, you should think more along the lines on how to make wardecs better, not add more and more nerfs.


Regardless good luck.
#DeleteTheWeak
Petrified
Old and Petrified Syndication
#3 - 2016-02-03 10:33:18 UTC
Valkin Mordirc wrote:
Quote:
* For what purpose do war decs exist? Except for most structures all things can be destroyed without invoking a war dec (CODE. is a prime example of this). I would say the War Dec mechanic as it is now is broken. Should corporations without anchored structures in High Sec (MTUs excluded from this) be subject to war decs when their blingy ships, freighters, and mining ships can be destroyed without one? Unless a player corp. plans to anchor a structure, then perhaps they should enjoy the same immunity from war decs a non-player corp. enjoys.



You are comparing two different mechanics of a game and saying they obsolete each other.


That's like saying in Call of Duty why have guns in the game when the player can just knife every one? By your logic COD should remove one or the other completely, or make one completely and utterly different. Or how I can go to lowsec and PvP and that Highsec should be completely safe, your idea is just less extreme.

Wardecs need to be tweaked they are not broken. They need to be refreshed and given a new coat of paint. Like almost all of Highsec. But adding Arbitrary limits to a sandbox is not what a sandbox game needs by definition it should be left open. NPC corps are fine as they are with Wardec Immunity, they have proven to be more than enough for players to commit to daily every day gameplay of EVE. CAS being a prime and active example. Other NPC corps are of course not like CAS, but that is player driven content, and the tools provided by the game is obviously enough for other NPC corps to flourish as CAS has.

Also NPC corps are arguably worse, as one man rolling corp is even more effective because you can a zero tax rate and still dodge decs with no consequences.

Your idea is just another one more nerf and it'll all be balanced.

If you want to focus on tweaking wars, you should think more along the lines on how to make wardecs better, not add more and more nerfs.


Regardless good luck.


Which is why I bring up the question. Whether one thinks that wardecs are broken or need tweaking is a matter of opinion. However, regardless of one's opinion, changes can be made to improve war decs. Ultimately: how? This is a discussion that should be had.

I do not think that adding a class of corp that cannot be war dec'ed if they choose not to be and have no assets in space would be considered a nerf when a very large population in High Sec exists in NPC corps which, by default, cannot be war dec'ced nor can they have assets in space. The difference is that the corp can segregate itself in a distinct way that NPC corps do not allow and retain the benefit that NPC corps give: protection from war decs.

But how would you look at tweaking the war dec system to improve and refine it?

Cloaking is the closest thing to a "Pause Game" button one can get while in space.

Support better localization for the Japanese Community.

Valkin Mordirc
#4 - 2016-02-03 11:04:28 UTC  |  Edited by: Valkin Mordirc
I personally believe that every action in EVE needs to have consequences. That's why I personally like the game. Remove Consequences you remove risk, a core part of EVE's current philosophy.

As such, A social corp as you propose. Is in my honest opinion a way to shierk past some of limits of an NPC corp. You get your own name, and your own tax rate, while still avoiding the possibility to be wardeced by another entity. NPC should be a place for player who don't mind restrictive play at the price of less content. Social Corps, or your idea, is a away to allow more to a player who doesn't want to risk while maintaining the same amount of protection that an NPC corp offers. NPC corps would be functionally barren. As all the current NPC hold outs would make there own corps never put up a tower and go on there way. This is a nerf to Wardecs, as it allows players who wish to avoid them, go on with no change in their lives, but severally cuts the Wardeccers content down by a large amount.

I personally do not believe that wardecs should be centered around structures. Structures are tedious and you yourself want to avoid Tedium. Also I would assume that your idea would make it impossible for a Agressor to dec unless he owned a structure himself yes?

So your idea would force Wardec Alliances into becoming bigger. More so than they are now, because small entities, would not be able to properly defend their own structures. Making it that the only Wardec alliance around are those who can pull enough members to properly protect their own means to content while systematically destroying others. It would be an arbitrary set victory condition. Who ever whips the other Structures first wins the war.

Quote:
But how would you look at tweaking the war dec system to improve and refine it?


Off the top of my head.

1. Pricing needs to be worked by taking total corp SP into account High total SP mean less isk, Corp age into account older corps should be cheaper, and total corp members if you have more members it should be cheaper, Currently it cost more to dec a corp with more members. Corps contain dec immunity for a week after creation. However Corp Creation prices are increased to the mean average of the price of a dec. However if you are a new player the first corp creation is free.

2. Corp creation tutorial, teaches you about corporations in EVE and along with that Wardecs and how they function. This is also show when a new player enters a corporation for the first time. Details what a Corporation does and how you can be effected while in one.

3. Wardecs are limited to 2 allies only for the defender.

4. Introduction of a Declaration bounty pool. If the Defender destories assets that belong to the Aggressor it isk paid to the defender at the end of a war. If Aggressors do not lose assets or at the completion of a Contract based dec, (See below) or kill more than 50% more than the defender the isk bounty is not rewarded.

5. Introduction of Contract based WarDecs. Contractee can offer real binding contracts to Mercenaries. The contracts have goals set by the Contractee and if goals are not met, Contract defaults and the ISK is not paid to the Mercenary. These goals can be ISK destroyed, Certain players Deaths or removal of assets. Contract decs will be paid by Defender at the start of the dec and refunded back to them at the end of the dec if contact to not met, from the aggressors wallet. If the Corp wallet goes negative the Corp will go Bankrupt and automatically close in a week. During the week other contracts can be fulfilled bring the corp's wallet saving them from closing.

EDIT: Defender is notified about contract, and can pay a small fee to see the details of contract. However the contract issuer is not available for viewing. If a Contract is a player based kill, that player can not leave corp during the dec. If a player contact is completed, Player can not be targeted again for two weeks by any corporation by contract. However the player can still be fried upon if another he happens to be in an active war after contract is met.

6. After War has ended, either Contract based, or Paid Dec, The Corp enters a stasis mode, If the defender wins by kill more than the aggressor the war they enter a wardec immune state for a week, if neither corp kills anything, or the defender losses more isk than what they killed they enter stasis for 3 days.

My idea's are not perfect and be min/maxxed and exploited, however I'm not the one running for CSM. =P Regardless those are something's that pop into my head when I think about tweaking.
#DeleteTheWeak
Petrified
Old and Petrified Syndication
#5 - 2016-02-04 02:34:33 UTC
Valkin Mordirc wrote:

I personally do not believe that wardecs should be centered around structures. Structures are tedious and you yourself want to avoid Tedium. Also I would assume that your idea would make it impossible for a Agressor to dec unless he owned a structure himself yes?


I am currently working, so I am unable to respond in full, but quick answer to this:
No. The idea only applies to the defending corp. All corps would have the option to be war dec'ed as well initiate war decs (by default it should be set to allow) or turn it off at the sacrifice of accepting the same limitations that NPC corps have with regards to structures (and maybe even corp hangers etc.) It does not fix war decs but expands options for players. Yes, it would mean that Marmite and other corps would not be able to war dec that corporation, but it is no different than had the individuals remained in an NPC corp.

One could add further restrictions to balance it out.

While it will result in fewer dec-able targets, you should be more likely to get a decent fight from a defending corp rather than waste ISK and time dec-ing a target that will turtle or simply reform as another corp. After all, you want a fight when you issue a war dec, right?

I'll expound further later on when I am not working.

Cloaking is the closest thing to a "Pause Game" button one can get while in space.

Support better localization for the Japanese Community.

Petrified
Old and Petrified Syndication
#6 - 2016-02-14 05:08:57 UTC
Overall I want EVE to be a better game. It is already a great game on many levels, what can be improved without breaking it?

Scarcity drives conflict. From Null Sec Anomalies to High Sec Missions, there is a lack of scarcity. NPCs can be over-harvested - driven from systems just as mission runners can find that the agent ran out (so many people asking cleared out their to-do inventory). Anomalies build up in systems again, Agents give players a "number" and the player can get another mission from somewhere else until the agent has something they need handled again.

Some people talk about more direct assaults on Planetary Interaction (which has many existing lines of assault such as POCO and ship shooting). The evolved Project Legion could bring in a bounty system where a player pays to have an entire planet assaulted and PUGs from Project Legion carry out the actual assault and defense of planetary structures. The attacker pays a large upfront bill based on the number of Command Centers while each owning defender pays a fee based on how successful or unsuccessful the assaults where in addition to any repairs needed to bring the facility back online. The fees, of course, would be paid directly to the mercenaries.

More later.

Cloaking is the closest thing to a "Pause Game" button one can get while in space.

Support better localization for the Japanese Community.

TheSmokingHertog
Julia's Interstellar Trade Emperium
#7 - 2016-03-08 04:25:11 UTC
Petrified wrote:
* For what purpose do war decs exist? Except for most structures all things can be destroyed without invoking a war dec (CODE. is a prime example of this). I would say the War Dec mechanic as it is now is broken. Should corporations without anchored structures in High Sec (MTUs excluded from this) be subject to war decs when their blingy ships, freighters, and mining ships can be destroyed without one? Unless a player corp. plans to anchor a structure, then perhaps they should enjoy the same immunity from war decs a non-player corp. enjoys.


Nice way of looking @ wardecs. I think this could make EVE a better place while not ruling out the harsh place that it is.

"Dogma is kind of like quantum physics, observing the dogma state will change it." ~ CCP Prism X

"Schrödinger's Missile. I dig it." ~ Makari Aeron

-= "Brain in a Box on Singularity" - April 2015 =-