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Wars and structures

Author
Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#21 - 2016-10-11 21:33:17 UTC
PopeUrban wrote:
Ralph King-Griffin wrote:
I don't think anyone is arguing against being able to decisively meet win/lose criteria, I'm certainly not in principle.

I am against that criteria being: your ability to defend/kill a static structure.

My other issue with it is that I have yet to see a proposal for one that I think is halfway decent.
Don't get me wrong now I'm glad this conversation is happening more and more but I'm really not into linking war too closely to structures, I'm explicitly not in null sec for this very reason.


I just can't think of a much better way to create that sort of objective imperative. What are the other options? ISK value destroyed? Still prioritizes the people with less assets in space. Some kind of kill count system? Seems like hell to balance/too easy to game.

I mean I'm trying real hard to address the issues with wars without using structures as a basis and I can't come up with anything. I'd love to hear some alternate solutions that don't totally screw over deccers or defenders and create a more equitable system in which pilots at war are more encouraged to shoot each other.

The only way I see tying anything into a structure being an ok approach, is to provide advantage in having a Citadel/other structure.

Most commonly, as in this thread, it's always a stick approach designed to require more in order to do what can be done now. Why would the wardeccer side of the equation be happy about that?

Instead it should be a carrot approach. If you want wardeccers to have a structure in space, give it a war related use. Give them some benefit from having it that aids their activities; and not just something that encourages larger and larger wardec entities. There should be play for small groups, even encouragement for them.

Same on the defender side. Options to refit a Citadel in a war that provides them some benefit to their activities.

Make the play engaging, not just a road block with no real war related purpose other than wardec groups become bigger and declare war on smaller groups.

Then, leave victory conditions out of it. Objectives in declaring war can vary widely. That's not something the game should really track. Players can handle that fine.
PopeUrban
El Expedicion
Flames of Exile
#22 - 2016-10-11 22:01:09 UTC
Adding carrots doesn't really address the underlying issue though.

Only the agressor has the ability to win a war. They control cessation of hostilities. They choose targets of opportunity.

Defenders don't have any mechanisms to win a war. They only have mechanisms to survive a war.

Any smart attacker has nothing at risk. Defenders are, however, always at risk. They can't simply be smarter defenders. At best they can incur the logistical challenge of trying to pack up all their stuff in the first 24 hours to make it a straight up ship fight. Even then, the agressor has already inflicted significant economic damage just by forcing them to do so.

Even in cases where neither side owns assets in space. Attackers control cessation of hostilities.

Defenders should have a mechanism to win the war, and by win I mean forcibly end hostilities. Currently their ability to do so is nonexistant. At best they can back the attacker in to station sitting, but still be stuck camping stations for a week.

That's the problem. That once party can start a fight AND finish it while the other can do neither.

No amount of incentives based mechanics will adress that. The defender needs a mechanism to finish the fight, as thet's generally the objective of the defender in the first place, an objective they are, at the moment, systematically incapable of achieving.
Piugattuk
Litla Sundlaugin
#23 - 2016-10-11 22:08:35 UTC  |  Edited by: Piugattuk
I think it's a great ideal, having real assets tied to a war would definitely create content as people defend their assets and have real consequence for idle war dec's over trivial matters, would make the merc buisness a lot more viable.
Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#24 - 2016-10-11 23:25:03 UTC  |  Edited by: Scipio Artelius
Piugattuk wrote:
I think it's a great ideal, having real assets tied to a war would definitely create content as people defend their assets and have real consequence for idle war dec's over trivial matters, would make the merc buisness a lot more viable.

Are you suggesting this both ways? As in, all player owned Corps must maintain assets in space in order to exist?

Or is this just a thing for wardeccers only?

On the front page of General Discussion at the moment is this thread:

https://forums.eveonline.com/default.aspx?g=posts&t=495378&find=unread

If the guy who is now bumping and generally creating issues for the OP in that thread, was in a player Corp, are you suggesting that before the OP could declare war on him, the OP's Corp would first need to put up a Citadel, which the other guy could freely attack, but there would be no obligation the other way as well?

If so, how is that approach in any way fair on the small Corps that decide they want to do something about a situation like that?

Often suggestions talk about fairness, but they don't really provide that at all.

The moment wardecs are tied to structures in order to even happen, wardec groups all just become larger and larger in order to ensure they can defend against their opponents and if they are smart (which they are in many ways), they'll declare war against small Corps and groups that they know have no way to attack. Instantly, all the big Alliances and powerblocks (who do get wardecced currently) will become safe from wardecs, the large wardec groups will continue relatively unaffected and all small wardec groups (including small merc groups hired to declare war) will be discouraged from even existing. In particular, someone like the OP in that linked thread would be in a bind even if he could declare war. The other guy could just go and hire someone to ally in for him and totally wipe out the OP's Corp.

My Alliance has a perfect example of something similar occurring at the moment. One of our guys stupidly got into a **** slinging match in local last week against a 1-character Corp, where the player has only been playing for 3 months. Quite rightly, the other guy gave us the big middle finger and declared war on us. Good on him for doing so. 1-character Corp vs 440 character Alliance. He had never had a pvp kill before, but managed a couple of days ago to kill and pod one of our guys that was mining in his home system (why I don't know). And he's managed to follow up, killing the same guy again (despite our advice about how to manage yourself in a wardec). The kills are here: https://zkillboard.com/character/96548723/

We cover those losses through SRP, so no real issue for us, but huge respect to the 1 guy, new to the game, with no kills on his killboard, who rightly was ticked off because one of us was talking **** and decided he would do something about it.

In this scenario, he would first have to put up a Citadel, which we would just kill.

He wouldn't be able to do that.
Ralph King-Griffin
New Eden Tech Support
#25 - 2016-10-11 23:37:56 UTC  |  Edited by: Ralph King-Griffin
Piugattuk wrote:
I think it's a great ideal, having real assets tied to a war would definitely create content as people defend their assets and have real consequence for idle war dec's over trivial matters, would make the merc buisness a lot more viable.

ok so ye say "whooo , something in space i can target wheeeee"

fine, in principal thats understandable given how much neutral alt-play comes with mercing these days.
i get that i do.

what vimsy and i been trying to point out is that the best way to defend these things will invariably be to plant a blob on them, or have one on stand by.

if you cant field the sort of blob required you will not be inclined to try and rub shoulders with the sorts of lads that can
because the will beat the ever living **** out of you.
so
you dont bother signing up for a ploughing from the estabelished lads at all, you join an alliance that has this setup already,
or
you grow to avoid getting battered,
to sustain interest for your increased numbers you need to get more content (more wars),
go to choke points and catch the through traffic.
without some seriously tight knit and extremely patient and dedicated guys you have to do this because of the colossal level of work required to actively track and hunt .
(and why were we having this conversation again?)

to be clear,
a lot of us dont like the current state of affairs either,
we have stopped soliciting business till this gets un-F***ed,


im not against balancing the mechanics here at all, but i can see this happening as clearly as i saw that we would end up here 8 months ago

vimsy's penny drops
my own shortly there after
believe us, we have been following this one closely the whole time and been proven right repeatedly.
on the surface this looks like a great idea but its not actually going to help alleviate the problem without other balance changes in the way wars work.
Ralph King-Griffin
New Eden Tech Support
#26 - 2016-10-12 00:53:38 UTC
I realize I'm being quite negative here, so I'll endeavour to help the conversation

These are some of the things I have heard discussed and found that I agree so I'm not claiming credit here
Possible solutions are

vimsys notion of reverse scaling costs I.e. the bigger the aggressor, the costlier the fee to the aggressor.
Balancing the tools used for targeted and active warfare
Bringing as much of the neutral altplay in house as possible
Either removing the Allie system or opening it up for ever escalation on both sides
Un-f****ing crime watch regards neutrality
Giving aggressors the ability to retract wars (that doesn't have the word "surrender" involved, we have a 3 month war ongoing with an inactive corp for this exact reason) so that should we get our teeth kicked In we can drop it.

If we can do this and it works disincentivise larger blocks forming then you might be able to introduce structures as per the op
But you're still looking at people blobbing up to keep them alive to some extent or another.
Piugattuk
Litla Sundlaugin
#27 - 2016-10-12 00:55:00 UTC
"Or is this just a thing for wardeccers only"

yes, why, that old adage If you start something, war deccing has been an almost one way street with the eggressor's having free reign to bully folks forever, to choose the engagements, what this does is give a reason to seek alliance's, the war deccing Corp gets what it wants, full on PVP as people join sides to partake in a meaningful war, where killing the structure of another's opponents is the prize.

People go to Vegas for one reason (mostly), to gamble, the thrill of winning or losing, gambling is it's own addiction and our brains are configured to like this reward, if you throw dice you may win or lose, that's the attraction, to risk nothing and to pretty much know the outcome (when people war Dec weak corps), cheapens the thrill and turns the game into a cheap carnival ride that once done 100 times there is no real enjoyment just rinse and repeat.
Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#28 - 2016-10-12 00:57:21 UTC  |  Edited by: Scipio Artelius
So you'll just achieve the exact opposite of what you think you'll achieve and more whinging in the forum will result.

In the process, completely eliminate the possibility of the two examples in my previous post.
Ralph King-Griffin
New Eden Tech Support
#29 - 2016-10-12 01:04:00 UTC
No, what this does is encourage mercs to close ranks further and lock down these damn things,
Those that can't will not last, those that can will effectively become siege engines.
Hell we already see this happening with vmg and atype now.
Piugattuk
Litla Sundlaugin
#30 - 2016-10-12 01:21:42 UTC
Also just a second thought, with the coming of Alpha clones this makes it more of a reason to implement this, especially if you consider that people can join defending sides and you can have hundreds of Alpha clones beating each other over the head as people go head to head and this would go far in revitalizing the economy as ships get blown apart, implants get used, modules get destroyed, people join merc corps with their alphas to enjoy part time PVP, whilst leaving them free to use their omegas as they see fit.

This may even give folks afraid of PVP to rethink it so maybe the thrill becomes addicting bringing their Omega's Into The Fray.
Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#31 - 2016-10-12 01:26:36 UTC  |  Edited by: Scipio Artelius
Alpha clones in their T1 ships and modules vs T3 fleets with boosts.

Yeah, getting stomped on the head is the reason so many people whine about wardecs already and fail to take responsibility themselves.

If players can't manage when they have all the resources of the game at their disposal, they aren't going to manage when they have less resources available.

Alphas aren't a solution to that.
Ralph King-Griffin
New Eden Tech Support
#32 - 2016-10-12 01:28:50 UTC
Piugattuk wrote:
Also just a second thought, with the coming of Alpha clones this makes it more of a reason to implement this, especially if you consider that people can join defending sides and you can have hundreds of Alpha clones beating each other over the head as people go head to head and this would go far in revitalizing the economy as ships get blown apart, implants get used, modules get destroyed, people join merc corps with their alphas to enjoy part time PVP, whilst leaving them free to use their omegas as they see fit.

This may even give folks afraid of PVP to rethink it so maybe the thrill becomes addicting bringing their Omega's Into The Fray.

You haven't read a word I typed have you.
PopeUrban
El Expedicion
Flames of Exile
#33 - 2016-10-12 04:11:33 UTC  |  Edited by: PopeUrban
Ralph King-Griffin wrote:
I realize I'm being quite negative here, so I'll endeavour to help the conversation

These are some of the things I have heard discussed and found that I agree so I'm not claiming credit here
Possible solutions are

vimsys notion of reverse scaling costs I.e. the bigger the aggressor, the costlier the fee to the aggressor.
Balancing the tools used for targeted and active warfare
Bringing as much of the neutral altplay in house as possible
Either removing the Allie system or opening it up for ever escalation on both sides
Un-f****ing crime watch regards neutrality
Giving aggressors the ability to retract wars (that doesn't have the word "surrender" involved, we have a 3 month war ongoing with an inactive corp for this exact reason) so that should we get our teeth kicked In we can drop it.

If we can do this and it works disincentivise larger blocks forming then you might be able to introduce structures as per the op
But you're still looking at people blobbing up to keep them alive to some extent or another.


Disincentizizing larger blocks is a pipe dream no matter what you do.

More pilots = more security

Period. Full stop. It's the inevitability of player choice coupled with an entropic ingame economic model.

There is literally no solution whatsoever that is going to change that. The current hisec blobbing you see going on today is simply an extension of the inevitable endgame of any open PvP environment. One or two sides, in the interests of personal security, will eventually hoover up anything of operational value. At some point one side will be all that's left. That side will crow about its victories until it gets bored because there's nobody left to fight, break up, and watch that cycle start over again.

Tying free or even costly structures in to wardec mechanics does not change this. It does not change the decision making process of people who declare wars for whatever reason. People dec entities because they want to hurt them. That's the only reason. You think the one guy that wants to dec a known blob gang is going to be less inclined to pay up because he has to spend five minutes finding a place for a free command tower? He's not. You think the people that can afford to blanket dec are going revise their target lists because there might be a slight inconvenience in the form of having to defend a structure at some point? They aren't. They didn't become wardec blobs to not prove a point with military force.

The only thing that having a free, ungunned structure tied to wardeccing changes is that it allows any given defender to actually theoretically force any given attacker to stop attacking them. Again, that is the basic goal of pretty much anyone defending a wardec.

Changes to watchlists didn't create the current wardec situation. Boredom, greed, and risk aversion did. Just like the same things created BoB, gave rise to the CFC after it, and gave rise to NCPL now. It was always only a matter of time before that inevitability made its way to hisec. The only thing that has prevented it up to this point was simply lack of interest in hisec.

Now that everyone and their mother can drop citadels wherever they damn well please, there's ample content in hisec, and this, interest in hisec.

At some point people have to stop railing against the phantom of blob warfare. Blob warfare is what EVE is specifically designed to enable at a very basic level.

It's why all of the hot EVE news stories and all of the EVE trailers feature massive fleet battles with tales of massive amounts of ISK loss.

Anyone who thinks there's going to be some golden age of small actors is seriously deluding themselves. As a guy in charge of a small nobody corp I can confidently say that the only reason I get to do anything is literally because I'm not sitting on anything anybody bigger than me wants.

I don't have a problem with that. I'm not going to delude myself in to thinking there's some sovereign right to freedom or doing wtf I want, or that there's some mythical area of space where the rules are different.

Choosing to stay a small entity means choosing to live in the cracks between bigger ones, and knowing where you stand in the greater scheme of things. It means being okay with being less successful because you value your playstyle more than your security or wallet.

No change to wardecs is going to reverse the hisec blob war problem because it's not a problem in the first place.

I'm talking about a systemic failing of the dec system used by everyone here, not alterations to deccing to break up blobs and make it better for the little guy. It's not ever going to be better for the little guy unless he becomes the big guy himself, or EVE somehow becomes a completely different game.
Piugattuk
Litla Sundlaugin
#34 - 2016-10-12 06:43:50 UTC
Scipio Artelius wrote:
Alpha clones in their T1 ships and modules vs T3 fleets with boosts.

Yeah, getting stomped on the head is the reason so many people whine about wardecs already and fail to take responsibility themselves.

If players can't manage when they have all the resources of the game at their disposal, they aren't going to manage when they have less resources available.

Alphas aren't a solution to that.


You know, some "uber fleets" have been sent packing by eve uni, bunch of t-1's and such, never underestimate even a group of People in noob ships.
Ralph King-Griffin
New Eden Tech Support
#35 - 2016-10-12 07:16:57 UTC
PopeUrban wrote:


Changes to watchlists didn't create the current wardec situation.

Yes they very much did.
And I'm done having this conversation with people who just want to have their way with it.
Illsave my energy,time and patience.
o7
Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#36 - 2016-10-12 08:31:48 UTC
Piugattuk wrote:
You know, some "uber fleets" have been sent packing by eve uni, bunch of t-1's and such, never underestimate even a group of People in noob ships.

Never over estimate them either. Alphas are not the saviour of highsec.

As for Eve-uni, it's full of 10-year playing 'new players'.
PopeUrban
El Expedicion
Flames of Exile
#37 - 2016-10-12 09:31:43 UTC
Ralph King-Griffin wrote:
PopeUrban wrote:


Changes to watchlists didn't create the current wardec situation.

Yes they very much did.
And I'm done having this conversation with people who just want to have their way with it.
Illsave my energy,time and patience.
o7


It's been an interesting conversation nonetheless o7
Vimsy Vortis
Shoulda Checked Local
Break-A-Wish Foundation
#38 - 2016-10-12 14:00:07 UTC
Ralph King-Griffin wrote:
PopeUrban wrote:


Changes to watchlists didn't create the current wardec situation.

Yes they very much did.

That's not really true. The current situation was a long time in the making even though we all predicted it 3 years ago when the inferno changes were announced.

What the removal of the watchlist did is cement trade hub camping as the only plausible way to operate.

Everything else was a soft measure that pointed all the mercs towards a box which they all go into out of pragmatism. Removing the watchlist shut the lid on that box by finally eliminating the alternative.
Donnachadh
United Allegiance of Undesirables
#39 - 2016-10-12 14:24:15 UTC  |  Edited by: Donnachadh
Scipio Artelius wrote:
Both already have the undeniable opportunity to beat the other into submission. Defenders can even obtain an infinite number of completely free allies to assist.

Your entire comments seem to be based on this premise and it is false.
There is NOTHING the defenders can do to end the war. Even if you undock a fleet and curb stomp your aggressors at every meeting the war still does not end until the aggressors want it to end.

You state that wars are fought over POCO's Pos etc and I am sure that there are the extremely rare cases out there where that is actually true, yet the vast majority of the decs filed are about nothing more than lazy people war deccing god only knows how many corps and then sitting on gates and undocks looking for simple easy targets to shoot.

Moving on to a more general response.
I have always found it impossible to understand, on the one hand you war dec players want more war (read that as shooting each other) in your wars and yet every single idea that is put forth that might accomplish this is resoundingly beaten down as game breaking and worthless. If you want more war in your war decs, and you want those you war dec to undock and fight then you need to give them something they can actually fight and you need to give them something to actually fight for and the current system offers neither of these.

Perhaps we need to address and answer a simple question before we get into how to change war decs.
And that simple questions is what do you as war dec players actually want?
Some of you want a system that promotes fights between aggressor and defender by changing the system to give both sides clear objectives to fight for. Others want to retain the existing system which is quite literally the right to buy kill rights for an entire corp full of players.
Vimsy Vortis
Shoulda Checked Local
Break-A-Wish Foundation
#40 - 2016-10-12 14:49:11 UTC  |  Edited by: Vimsy Vortis
Donnachadh wrote:

Your entire comments seem to be based on this premise and it is false.
There is NOTHING the defenders can do to end the war. Even if you undock a fleet and curb stomp your aggressors at every meeting the war still does not end until the aggressors want it to end.

Except, you know, surrendering or closing the corporation.

Which are actually the only mechanics either party can use to end the war early and both mechanics are equally available to both sides.

Also you're dumb. You just have to look at highsec structure kills on zkill to see that literally hundreds of highsec wars involve structures. Wars about structures aren't rare at all, they're actually extremely common and structure attack/defense is probably the single most common type of mercenary contract.

But please don't let facts or reality get in the way of your inane carebear ranting.