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Sovereignty Mechanics Change Suggestion

Author
StimpyCat
Toxic Empire
#1 - 2012-01-12 20:34:22 UTC
I would like to suggest a change to the 0.0 SOV mechanics currently in place. I have been in and around null for about 2 years now and I have to say that the least rewarding portion of 0.0 SOV is the structure shoot.

I believe that most people in null just want to have good fights, and shooting a structure that (once incapped) cannot fight back is boring as hell. All we really want is to have pew pew with faction ammo and overheated scout accelerators.

My change is hopefully a quite simple concept. This might seem similar to the Incursion mechanics, although I've never run an incursion so I don't really know.

I don't really have a lot of time to diagram it out, but I was thinking of something like this:

Five stages of SOV Changeover.

Step 1: SBU's Dropped

  • To instigate the change in SOV, drop SBU's. Instead of making structures vunerable, move to step 2.
  • Also, to **** off the sov holder, make it so all installed upgrades in the iHUB are disabled. MOAR griefing.
  • Could we have different flavor SBU's that, similar to WH's, change the local effect to maybe favor shields over armor for example.


Step 2: Small Gang Warfare

  • Create 9 deadspace areas that only allow destroyers and below.
  • Create two gates to each area, one for the sov holder and allies, another for the sov disputer and its allies with up to 50 ships each.
  • Once either side has 50 ships in the deadspace area, a 2 hour timer begins.
  • Pilots cannot reship and join the battle, but they CAN camp the gates.
  • Pilots disconnected can rejoin.
  • The winner is the side with non-capsule ships left on the field.
  • If in 2 hours there is no clear winner, or neither side has produced 50 ships, then the battle is marked as a tie and the area resets.
  • If the battle is won, the second of nine areas opens and the process repeats.
  • If the disputing side win 5 or more of the battles, then they move on to the next step.


Step 3: Mid Size Gang Warfare

  • Create 5 deadspace areas that only allow battlecruisers and below.
  • Create two gates to each area, one for the sov holder and allies, another for the sov disputer and its allies with up to 100 ships each.
  • Once either side has 100 ships in the deadspace area, a 2 hour timer begins.
  • Pilots cannot reship and join the battle, but they CAN camp the gates.
  • Pilots disconnected can rejoin.
  • The winner is the side with non-capsule ships left on the field.
  • If in 2 hours there is no clear winner, or neither side has produced 100 ships, then the battle is marked as a tie and the area resets.
  • If the battle is won, the second of five areas opens and the process repeats.
  • If the disputing side win 3 or more of the battles, then they move on to the next step.


Step 4: Large Gang Warfare

  • Create 3 deadspace areas that only allow battleships and below.
  • Create two gates to each area, one for the sov holder and allies, another for the sov disputer and its allies with up to 150 ships each.
  • Once either side has 150 ships in the deadspace area, a 2 hour timer begins.
  • Pilots cannot reship and join the battle, but they CAN camp the gates.
  • Pilots disconnected can rejoin.
  • The winner is the side with non-capsule ships left on the field.
  • If in 2 hours there is no clear winner, or neither side has produced 150 ships, then the battle is marked as a tie and the area resets.
  • If the battle is won, the second of three areas opens and the process repeats.
  • If the disputing side win 2 or more of the battles, then they move on to the next step.


Step 5: MOAB (Mother of all battles)

  • Create a single deadspace area for all ships.
  • Create two gates to each area, one for the sov holder and allies, another for the sov disputer and its allies with up to 255 ships each.
  • Once either side has 255 ships in the deadspace area, a 2 hour timer begins.
  • Pilots cannot reship and join the battle, but they CAN camp the gates.
  • Pilots disconnected can rejoin.
  • The winner is the side with non-capsule ships left on the field.
  • If in 2 hours there is no clear winner, or neither side has produced 255 ships, then the battle is marked as a tie and the area resets.
  • If the battle is won, the SOV goes to the winning alliance with the most members on the field. Get your mercs off the field!!!


I'd like to see the win give the winning alliance all the spoils. This would include the station, iHUB and all upgrades. Additionally I would like to see the military and industrial levels remain the same, but the security index reset to 0. That would disable certain sov level dependent functions. These would re-enable when the correct security index is reached.

I welcome constructive criticism. This is not a fully fleshed idea, but I thought it might be good to spark some discussion and improvement.

StimpyCat

Messoroz
AQUILA INC
#2 - 2012-01-12 20:44:58 UTC  |  Edited by: Messoroz
Removing the sandbox and creating closed off battles. Quite the way to kill eve.

Have you considered that everything you just described is basically FW and completely ignoring the fact FW is complete shite?


And why can't completely random parties use the gates? Why can't people with interest in messing with both attacker and defender get involved?
Lord Zim
Gallente Federation
#3 - 2012-01-12 21:21:26 UTC
I've skimmed it and all I can be bothered to say is:

No.

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

StimpyCat
Toxic Empire
#4 - 2012-01-12 22:10:39 UTC
Messoroz wrote:
Removing the sandbox and creating closed off battles. Quite the way to kill eve.


I'd rather have closed off battles than spend hours shooting structures. And frankly, there are rules that everyone has to follow to gain sov in a system, so why would the rules of a pitched battle be any worse than the rules of mind numbing structure shoots.

Messoroz wrote:
Have you considered that everything you just described is basically FW and completely ignoring the fact FW is complete shite?


Never done FW, so you're way ahead of me here.

Messoroz wrote:
And why can't completely random parties use the gates? Why can't people with interest in messing with both attacker and defender get involved?


Why not camp the gates then? Hire a band of mercenaries to camp and hold the opponent gate?


Lord Zim
Gallente Federation
#5 - 2012-01-12 22:18:41 UTC
So let's say I want to defend against your system, all I'd have to do is put tons of alts in an unrelated corp/alliance, whom I have no standings towards, and stuff them in the "arenas". Then I do ****-all.

Oh dear, guess the wannabe aggressors weren't able to get in because we'd used up all the slots. So sad.

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

StimpyCat
Toxic Empire
#6 - 2012-01-12 22:35:55 UTC
Lord Zim wrote:
So let's say I want to defend against your system, all I'd have to do is put tons of alts in an unrelated corp/alliance, whom I have no standings towards, and stuff them in the "arenas". Then I do ****-all.


If you want to go through all that hassle, be my guest. But perhaps if you're really serious about taking the system, then you'll make sure that someone doesn't screw up your chance. What do you want, more rules? or more fights? All the mechanic needs is a framework, then the sandbox will take care of the rest. What I am proposing is an alternative to the structure shoot that also involves PvP.

Lord Zim wrote:
Oh dear ... So sad.


Grow up

Lord Zim
Gallente Federation
#7 - 2012-01-12 22:40:22 UTC
If you haven't figured it out yet, if you leave such a blatantly exploitable hole in a system, it will get exploited.

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Danika Princip
GoonWaffe
Goonswarm Federation
#8 - 2012-01-12 23:31:45 UTC
yes. What sov really needs is some kind of arbitrary arena combat system. Roll