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Terrible wardec idea

Author
Riksma
Aliastra
Gallente Federation
#1 - 2016-02-26 19:26:31 UTC
Just had a really dumb idea:

If the aggressor fails to score a kill on the defender for a period of 48 (adjusted for taste) hours, the war is over and they can't re-dec for 7 days.


  • If the defender docks up, moves to another area where the aggressor won't follow or otherwise manages to deny content to the aggressor - they're 'smart' and deserve to 'win'.
  • If the aggressor isn't trying to find or kill the defenders - they're just trolling and not interested in fighting and deserve to 'lose'.
  • If 'RandomScrub#25346654353" from the defender feeds kills to keep the war active - he's dumb or a spy, he gets booted and try another 48 hour period.
  • Attacking structures counts - no successful kill required.


I don't even know if I like this idea, and I'm certain that there are exploits I'm not seeing, but this popped into my head while reading the summit minutes and I wanted to put it out there.
Frostys Virpio
State War Academy
Caldari State
#2 - 2016-02-26 19:37:45 UTC
I'd be for it at one condition, war declaration cost refunded.
Praal
Bearded BattleBears
#3 - 2016-02-26 19:48:59 UTC
Riksma wrote:
Just had a really dumb idea:

If the aggressor fails to score a kill on the defender for a period of 48 (adjusted for taste) hours, the war is over and they can't re-dec for 7 days.


  • If the defender docks up, moves to another area where the aggressor won't follow or otherwise manages to deny content to the aggressor - they're 'smart' and deserve to 'win'.
  • If the aggressor isn't trying to find or kill the defenders - they're just trolling and not interested in fighting and deserve to 'lose'.
  • If 'RandomScrub#25346654353" from the defender feeds kills to keep the war active - he's dumb or a spy, he gets booted and try another 48 hour period.
  • Attacking structures counts - no successful kill required.


I don't even know if I like this idea, and I'm certain that there are exploits I'm not seeing, but this popped into my head while reading the summit minutes and I wanted to put it out there.

I like the general idea of it, but I think some kind of tug-of-war system would benefit wardecs to incentivize actually doing something rather than not playing for 2 days.

Each side gains influence on a War Meter if they destroy ships from the opposing corp, or destroy / reinforce structures from the opposing corp. Additionally the defenders gain points for being undocked and having POSs in space. The balance of the meter determines how fast the war timer ticks down to expiry. Something like 3-10 days depending on relative performance.

Additionally add 50-100% to the ISK price of starting a war, and pay out a % this extra amount to the side that "wins". If attackers can push their performance to 100% (10 days), they get the entirety of the extra fee back. If the defenders "win", they get not only a short, 3 day war, but also a chunk of ISK. If neither side does anything the ISK gets kept by NPCs.
SurrenderMonkey
State Protectorate
Caldari State
#4 - 2016-02-26 19:54:27 UTC  |  Edited by: SurrenderMonkey
Riksma wrote:
Just had a really dumb idea:

If the aggressor fails to score a kill on the defender for a period of 48 (adjusted for taste) hours, the war is over and they can't re-dec for 7 days.


  • If the defender docks up, moves to another area where the aggressor won't follow or otherwise manages to deny content to the aggressor - they're 'smart' and deserve to 'win'.
  • If the aggressor isn't trying to find or kill the defenders - they're just trolling and not interested in fighting and deserve to 'lose'.
  • If 'RandomScrub#25346654353" from the defender feeds kills to keep the war active - he's dumb or a spy, he gets booted and try another 48 hour period.
  • Attacking structures counts - no successful kill required.


I don't even know if I like this idea, and I'm certain that there are exploits I'm not seeing, but this popped into my head while reading the summit minutes and I wanted to put it out there.


"If you don't log in for two days, you automatically win!" is the dumbest ******* thing I'm going to read today, and it's barely lunch time.

"Help, I'm bored with missions!"

http://swiftandbitter.com/eve/wtd/

Celthric Kanerian
Viziam
Amarr Empire
#5 - 2016-02-26 20:18:29 UTC
Riksma wrote:

I don't even know if I like this idea, and I'm certain that there are exploits I'm not seeing, but this popped into my head while reading the summit minutes and I wanted to put it out there.



Just because something pops into your head doesn't mean you actually have to post it.

If I posted everything I thought about, the entire forum would be swarmed by me demanding a coffee machine in my captain quarters.
eBil Tycoon
Empty Wallets
#6 - 2016-02-26 20:33:14 UTC
Frostys Virpio wrote:
I'd be for it at one condition, war declaration cost refunded.

Partially refunded. Nothing in EVE is free.
Moonlit Raid
Doomheim
#7 - 2016-02-27 00:07:34 UTC
Praal wrote:
Riksma wrote:
Just had a really dumb idea:

If the aggressor fails to score a kill on the defender for a period of 48 (adjusted for taste) hours, the war is over and they can't re-dec for 7 days.


  • If the defender docks up, moves to another area where the aggressor won't follow or otherwise manages to deny content to the aggressor - they're 'smart' and deserve to 'win'.
  • If the aggressor isn't trying to find or kill the defenders - they're just trolling and not interested in fighting and deserve to 'lose'.
  • If 'RandomScrub#25346654353" from the defender feeds kills to keep the war active - he's dumb or a spy, he gets booted and try another 48 hour period.
  • Attacking structures counts - no successful kill required.


I don't even know if I like this idea, and I'm certain that there are exploits I'm not seeing, but this popped into my head while reading the summit minutes and I wanted to put it out there.

I like the general idea of it, but I think some kind of tug-of-war system would benefit wardecs to incentivize actually doing something rather than not playing for 2 days.

Each side gains influence on a War Meter if they destroy ships from the opposing corp, or destroy / reinforce structures from the opposing corp. Additionally the defenders gain points for being undocked and having POSs in space. The balance of the meter determines how fast the war timer ticks down to expiry. Something like 3-10 days depending on relative performance.

Additionally add 50-100% to the ISK price of starting a war, and pay out a % this extra amount to the side that "wins". If attackers can push their performance to 100% (10 days), they get the entirety of the extra fee back. If the defenders "win", they get not only a short, 3 day war, but also a chunk of ISK. If neither side does anything the ISK gets kept by NPCs.
I like one of the ideas in there. A prize for the defenders if they destroy more isk in ships than the attacker.

Additionally I also like the idea of a "wager" in there somewhere. Attackers place a wager, defenders get the chance to do the same which the conditions are invisible to the other party, just the amount they amount they have staked.

If brute force isn't working, you're just not using enough.

Please Note: Any advice given comes with the caveat that nothing will be suitable for every situation.

SurrenderMonkey
State Protectorate
Caldari State
#8 - 2016-02-27 00:13:35 UTC
Moonlit Raid wrote:
Praal wrote:
Riksma wrote:
Just had a really dumb idea:

If the aggressor fails to score a kill on the defender for a period of 48 (adjusted for taste) hours, the war is over and they can't re-dec for 7 days.


  • If the defender docks up, moves to another area where the aggressor won't follow or otherwise manages to deny content to the aggressor - they're 'smart' and deserve to 'win'.
  • If the aggressor isn't trying to find or kill the defenders - they're just trolling and not interested in fighting and deserve to 'lose'.
  • If 'RandomScrub#25346654353" from the defender feeds kills to keep the war active - he's dumb or a spy, he gets booted and try another 48 hour period.
  • Attacking structures counts - no successful kill required.


I don't even know if I like this idea, and I'm certain that there are exploits I'm not seeing, but this popped into my head while reading the summit minutes and I wanted to put it out there.

I like the general idea of it, but I think some kind of tug-of-war system would benefit wardecs to incentivize actually doing something rather than not playing for 2 days.

Each side gains influence on a War Meter if they destroy ships from the opposing corp, or destroy / reinforce structures from the opposing corp. Additionally the defenders gain points for being undocked and having POSs in space. The balance of the meter determines how fast the war timer ticks down to expiry. Something like 3-10 days depending on relative performance.

Additionally add 50-100% to the ISK price of starting a war, and pay out a % this extra amount to the side that "wins". If attackers can push their performance to 100% (10 days), they get the entirety of the extra fee back. If the defenders "win", they get not only a short, 3 day war, but also a chunk of ISK. If neither side does anything the ISK gets kept by NPCs.
I like one of the ideas in there. A prize for the defenders if they destroy more isk in ships than the attacker.

Additionally I also like the idea of a "wager" in there somewhere. Attackers place a wager, defenders get the chance to do the same which the conditions are invisible to the other party, just the amount they amount they have staked.



You seem to have mistaken "war" for "ad hoc PvP tournament".

"Help, I'm bored with missions!"

http://swiftandbitter.com/eve/wtd/

Daichi Yamato
Jabbersnarks and Wonderglass
#9 - 2016-02-27 00:36:15 UTC
Hell no.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Praal
Bearded BattleBears
#10 - 2016-02-27 02:27:13 UTC
SurrenderMonkey wrote:
You seem to have mistaken "war" for "ad hoc PvP tournament".

Quote:
War is a state of armed conflict between societies. It is generally characterized by extreme collective aggression, destruction, and usually high mortality.

EVE wardecs are not war when the vast majority of them are agressors who never intend to actually attack, or defenders who can simply opt out of participating. As such the only way to at least simulate war is to make it desirable for the sides to participate in fighting.
Daichi Yamato
Jabbersnarks and Wonderglass
#11 - 2016-02-27 02:51:58 UTC  |  Edited by: Daichi Yamato
youre right, wagers make wars much closer to the definition you've posted...Roll

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Petrified
Old and Petrified Syndication
#12 - 2016-02-27 03:03:18 UTC
eBil Tycoon wrote:
Frostys Virpio wrote:
I'd be for it at one condition, war declaration cost refunded.

Partially refunded. Nothing in EVE is free.

Yeah, CONCORD does like it's bribes. Blink

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

Support better localization for the Japanese Community.

Han Rova
Shield Nation
Rising Dominion
#13 - 2016-02-27 12:50:22 UTC  |  Edited by: Han Rova
I have a different proposal on how the war can work.
imho the war should allow the attacker to gain something not only cause the defenter to not be able to play, that is why people stay in HS, because they want to play when they want not when others allow them to.

(A) reasons, lets first take a look at what the war should be for:
1) to take down someones POCO or POS structures in HS
2) to force someone out of the system
3) to make it clear who is more powerfull

(B) invalid reasons, this is why the wars should not be used for:
1) to stop someone from playing or be able to play properly
2) harass someone simply because you are bored
3) to stop corporations from recruiting new players that will otherwise leave the game becase the didnt bond with any group

(C) counter attack, what the defender should be able to do:
1) end the war him self by actively countering the attacker

(D) my proposal for the new mechanic:
1)
a war would be declared by deploying a war declaration unit and aiming the unit against a corp/alliance. that would make the war valid in 24 hours in that system. the unit should not be scoopable but only self destructable (maybe even remotely) in case the attacker decides its time to end the war. also the unit shoud have a lifetime of something like 3 days (who needs 7 days to take down a tower? right?)
the unit should be fueled in order not to self destruct but with a small fuel hold to force the attacker to make his presence, if it runs out of fuel it will self destruct in 24 hours.
hitpoints like a medium POS and reinforce modes 1) when out of shields and 2) wehen out of armor (maybe variable influencing the lifetime? or consume fuel but with a small fuel hold to force the attacker to make his presence).

2)
corp could chose if wants to be imune to wars but would lose any rights to deploy or own structures.
- tho this does not eliminate the reasonless wars where people only camp the hubs

(E) lore:
concord has decided to stop overlooking hostile actions between capsuliers for bribes. how ever a new technology, the war declaration unit - WDU nickname WooDoo, has been developed to scramble distress signals from the attacked ship.

so this is what we have come up with. i would like to hear what you guys think. thx
Iain Cariaba
#14 - 2016-02-27 13:22:30 UTC
Han Rova wrote:
I have a different proposal on how the war can work.
imho the war should allow the attacker to gain something not only cause the defenter to not be able to play, that is why people stay in HS, because they want to play when they want not when others allow them to.

(A) reasons, lets first take a look at what the war should be for:
1) to take down someones POCO or POS in HS
2) to force someone out of the system
3) to make it clear who is more powerfull

(B) invalid reasons, this is why the wars should not be used for:
1) to stop someone from playing or be able to play properly
2) harass someone simply because you are bored

(C) counter attack, what the defender should be able to do:
1) end the war him self by actively countering the attacker

(D) my proposal for the new mechanic:
a war would be declared by deploying a war declaration unit and aiming the unit against a corp/alliance. that would make the war valid in 24 hours in that system. the unit should not be scoopable but only self destructable (maybe even remotely) in case the attacker decides its time to end the war. also the unit shoud have a lifetime of something like 3 days (who needs 7 days to take down a tower? right?) and hitpoints like a medium POS (maybe variable influencing the lifetime? or consume fuel but with a small fuel hold to force the attacker to make his presence).

(E) lore:
concord has decided to stop overlooking hostile actions between capsuliers for bribes. how ever a new technology has been developed to scramble distress signals from the attacked ship.

so this is what we have come up with. i would like to hear what you guys think. thx

Keep in mind that I'm am primarily a PvEer who is currently involved in an active wardec against the corp I'm in.

Dude, seriously, no.

A) Yes, these are valid reasons for a wardec.
B) No, these are also valid reasons for a wardec. Welcome to a sandbox game, where "because I want to" and "because I can" are as valid as any other reasons.
C) There is nothing but your own fear preventing you from counter-attacking already. I know from experience that if you fly smart in addition to actually putting up a fight, the corps looking for easy prey will leave you alone for the rest of the wardec.
D) So I simply pick a time when the guys who put out this inane structure are offline, grab 2 corpmates, put them and myself in a VNI, and voila, wardec done a couple hours later. Oh, if you instituted a ridiculous vulnerability timer like nullsec has, then you kill anyone being able to wardec any group larger than theirs, thus instantly ending small wardec corps.
E) Lore is irrelevant here.

Overall, wardecs are stupidly easy to avoid, even while being active in the game. They don't need another nerf.
Han Rova
Shield Nation
Rising Dominion
#15 - 2016-02-27 13:46:41 UTC
Iain Cariaba wrote:

B) No, these are also valid reasons for a wardec. Welcome to a sandbox game, where "because I want to" and "because I can" are as valid as any other reasons.


so you are saying you are not wardecing someone to get content but simply to keep someone from having content? then he will simply find his content in a different game. Im sorry but this looks to me like being the bad kid who doesnt let other kids into "his" sandbox.

Iain Cariaba wrote:

C) There is nothing but your own fear preventing you from counter-attacking already. I know from experience that if you fly smart in addition to actually putting up a fight, the corps looking for easy prey will leave you alone for the rest of the wardec.


you can counter attack all you want but it still doesnt stop the attacker from killing your newbros or freighter the other day does it? and still alot of wars I have seen a scenarion where the attackers will hide or simply switch to theyre other toons and your newbros are still kept from playing. Yes some people are scared and that is why they dont leave HS untill they learn to fight so why force it on them?

Iain Cariaba wrote:

D) So I simply pick a time when the guys who put out this inane structure are offline, grab 2 corpmates, put them and myself in a VNI, and voila, wardec done a couple hours later. Oh, if you instituted a ridiculous vulnerability timer like nullsec has, then you kill anyone being able to wardec any group larger than theirs, thus instantly ending small wardec corps.


well yes.. multi level invulnerability would stop the scenarion where you wait for the attacker to go offline. mobile depos are anoining enough with this... so why not this unit.

so the question is are you wardecking to gain something or just harras people and make them leave the game?

anyways thx for your responce

Black Pedro
Mine.
#16 - 2016-02-27 14:14:29 UTC  |  Edited by: Black Pedro
Han Rova wrote:
(D) my proposal for the new mechanic:
a war would be declared by deploying a war declaration unit and aiming the unit against a corp/alliance. that would make the war valid in 24 hours in that system. the unit should not be scoopable but only self destructable (maybe even remotely) in case the attacker decides its time to end the war. also the unit shoud have a lifetime of something like 3 days (who needs 7 days to take down a tower? right?) and hitpoints like a medium POS (maybe variable influencing the lifetime? or consume fuel but with a small fuel hold to force the attacker to make his presence).

It's going to take 8 days to explode a citadel in highsec.

So you expect an attacking corporation to defend this beacon for 23.5 hours a day, for each of these 8 days, in order to even try to destroy a citadel in highsec?

This isn't going to happen. It is completely unreasonable to expect a corporation, especially a small highsec corporation, to defend a beacon for 192 hours straight to even get a crack at destroying a citadel. At a minimum the structure would need vulnerability windows of some sort to allow the attackers time to sleep and eat, and then that sets up the problem of the attackers setting the vulnerability to timezones the defender doesn't play.

When CCP made citadels require two weeks of wardecs to attack, they effectively made it impossible to put in a mechanic to end wars early. If they were to do so, they would have to make significant other changes to the way structures are attacked, like make them perma-vulnerable and generate suspect flags if attacked or something similar.
Lugh Crow-Slave
#17 - 2016-02-27 14:26:35 UTC
This just further encourages players not to log in and play witch is the man issue worth current wardecs
Han Rova
Shield Nation
Rising Dominion
#18 - 2016-02-27 15:06:52 UTC
Black Pedro wrote:

So you expect an attacking corporation to defend this beacon for 23.5 hours a day, for each of these 8 days, in order to even try to destroy a citadel in highsec?


I have already stated that invulnerability or reinforce for the WDU would be a good idea (same way the mobile depo is protected now) so there is no need to guard it.
and if you deploy the unit next to the citadel then the defender will have to chose if he wants to counter your attack or destroy your WDU and if he does attack the WDU then you will probably stop him from doing that because you are on the same grid as the defender, his citadel and your WDU.

ok so if the attacker will need more time to kill something then maybe the fuel based WDU would be better.

Black Pedro wrote:

This isn't going to happen. It is completely unreasonable to expect a corporation, especially a small highsec corporation, to defend a beacon for 192 hours straight to even get a crack at destroying a citadel. At a minimum the structure would need vulnerability windows of some sort to allow the attackers time to sleep and eat, and then that sets up the problem of the attackers setting the vulnerability to timezones the defender doesn't play.


again no need to defend it nonstop. and vulnerability window is a bad idea.. I think the reinforce is the way to go.

Black Pedro wrote:

When CCP made citadels require two weeks of wardecs to attack, they effectively made it impossible to put in a mechanic to end wars early. If they were to do so, they would have to make significant other changes to the way structures are attacked, like make them perma-vulnerable and generate suspect flags if attacked or something similar.


well if you are an attacker and you are active in the area then you are able to refuel the WDU and make the war longer. remember that Im trying to come up with a solution that would stop the type of wars where there are no encounters between the attackers and defenders at all.

thx for your input
Iain Cariaba
#19 - 2016-02-27 15:37:23 UTC
Han Rova wrote:
remember that Im trying to come up with a solution that would stop the type of wars where there are no encounters between the attackers and defenders at all.

This will never happen. The carebear's nature is to be scared, so carebears will never actually take any action that could possibly cause them to risk their pixels. They find it far, far easier to ask for repeated nerfs to those who are their only real risk, rather than take the steps necessary to reduce their risk.
Black Pedro
Mine.
#20 - 2016-02-27 15:37:42 UTC
Han Rova wrote:
well if you are an attacker and you are active in the area then you are able to refuel the WDU and make the war longer. remember that Im trying to come up with a solution that would stop the type of wars where there are no encounters between the attackers and defenders at all.
The citadel already has three reinforcements to allow defenders and attackers to fight.

How safe do you want to make these structures?

All this does is make it so only the large mercenary groups can pursue wars (and thus kill citadels). Any big group will just steam roll the beacon of a small group at the first opportunity ending any war started by the small group.

Allowing a war to be ended over a single battle is a terrible idea which is incredibly punitive to smaller groups. This will make wars even less balanced and push aggressors into larger alliances so they can protect their beacons and effectively be the only ones capable of using the mechanic.

Wars need to be made more accessible, not less. Better to just remove wars completely and tie all corporation benefits into structures (which can then be attacked without a wardec) than to make it so only the largest groups in the game can use them.
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