These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
12Next page
 

Highsec wars revisited

Author
Arden Elenduil
Unlimited Bear Works
#1 - 2016-11-21 22:16:27 UTC
Wall of text incoming. Tl;dr at the bottom.


Premise: There's something iffy with the war system in Eve, we all know this. People on both sides are complaining about it (be it for different reasons) and are crying out for a fix.
The main issue is that from one side, the indy corporations are faced with relatively large mercenary groups blanket deccing hundreds of corps.
On the other hand, this is in part, caused by the fact that it is relatively hard to actively search for targets. Furthermore, dec evasion is hilariously easy.

Who am I? I'm a highsec wardeccer (griefer to some, content generator to others), but I'm not part of the "blanket dec hub camping" group. I have a small corp with around 5 members at the moment, and we usually only have 1 single war going at the same time. However, we hunt our targets down throughout Eve, old school style, using a combination of spies, neutral alts and locator agents.


What I think wars in highsec should be like: Wars should be fights between groups of indy corporations over resources and/or priviliged positions and installations.
This can be done via either direct war between 2 indy corporations, or via proxy, using a smaller group of highly skilled mercenaries (the fight of the few vs the many).
In fact, this type of conflict, of a smaller group fighting against a much larger entity, is something we should encourage.
We should also move to encourage younger players to engage in combat, even in highsec. We need to lower the barrier of entry.

Furthermore, having small groups wardec larger entities will allow the larger entities to overwhelm the small wardeccers, given proper organisation, and actually give them a chance at attaining victory.




How to do this.
There's several ways. First off, wardec cost scaling should be adjusted, in the sense that it will become far, far cheaper for a small group to fight an organization that is much larger than itself.
In effect, the lowest possible fee should be around pre-nerf levels (say, 5 million, for instance). However, this is only in certain cases.
Note, I'll be pulling numbers out of my rear orifice here, just to give people an idea.
To give an example, my 5-man corp decides to wardec a 50-man group. We pay 5 million isk per week for the war.
If, however, the 50-man group were to want to wardec my personal corp, it would cost them 100 million per week.

Now, the price also scales depending on the size of your own corporation. Meaning the bigger your own corp, the more expensive your baseline will be.
So for instance, I have a 50-man corp, and I want to wardec a 500-man target. The ratios are still the same, but because my corp is bigger, I'll be paying 100 million per week.
Same works in reverse, the 500-man group wardeccing my 50-man group will cost them up to a billion.

These numbers need some work, naturally, but it's just to give you an idea.
The main purpose of this is to give younger people in smaller groups a chance to start wardeccing people, and to encourage people to fly in smaller groups to keep costs low.
Naturally, the larger the groups, the higher the cost.

To prevent corp switching shenanigans, a measure could also be implemented that if someone joins your corp while you have declared war, the war bill doubles, and you need to pay it within 24 hours or the war is cancelled.
Or at least implement a system that prevents these types of shenanigans in order to circumvent high war costs.



Of course, this alone wouldn't stop the large entities from blanket deccing. For this, we'd need to implement a hard limit on how many wars you can declare.
I know, putting up a hard limit is not something anyone really wants, but I don't see any other option (if you know of one, I'm all ears).

For corporations, the old limit of 3 should be reinstated, while alliances should be limited to around 10.
Keep in mind, wars in which you are allied to someone should ALSO count towards this limit.

This change is aimed at making people go out there and hunt for targets instead of simply waiting at a hub or pipe until something comes flying past.




In order to enable this, naturally, locator agents should show the online status of someone when you run the locate.
I could also argue that locators should be able to be accessed remotely, but that might be too OP.




Now, this is all fine and dandy, but if there's no reason for industrial and PvE groups to fight, then why would they?
We need to give them a reason to fight.

My personal suggestion?
The new structures (citadels, Engineering complexes, etc...) are a step in the good direction. We can continue to build on this by giving corporations and alliances the option of establishing an HQ.
This structure would be limited to 1 single HQ per corporation or alliance, and it would provide a bonus to, for instance, mission payouts, reprocessing rates, taxes, etc..., I'm just theorycrafting here.
This bonus would apply to the entire constellation that the HQ is in. Outside that constellation however, your profits are reduced (around 80% of base, with the fully bonused profits are 115%), again, just theorycrafting.

Now, the kicker is, that there can only be so many of these HQ's per constellation. It could be 1 or 2 per system, with anywhere between 4 and 8 systems per constellation.
Naturally, this means that the constellations that are the most valuable (think for instance, the ones with the SoE mission hubs in them, or valuable PI planets) will become highly contested.
Arden Elenduil
Unlimited Bear Works
#2 - 2016-11-21 22:17:41 UTC  |  Edited by: Arden Elenduil
Part 2:

This will have the added bonus of semi-forcing people to be close to each other if they want the bonuses. This is done for 2 reasons.
First is so that it will be "easier" to find hostiles in a war, since you may have a general area that they reside in.
The other is to give the indy corps a much easier time to come to each other's aid (I have been cited this exact fact as one of the reasons why people don't fight back, because they're too far apart and can't react in time to help their comrades)

There is however the problem of having all the good spots taken by the ultrarich corporations who can then turn their HQ's into unassailable fortresses.
Therefore, HQ's should ONLY be available in the Medium format, with much weaker defenses than a regular Astrahus.

This means that you will be forced to actively defend your HQ should you want to keep it.

It also means that smaller groups actually stand a chance at destroying an HQ. Not by direct assault, but by wearing down the opposition over time through use of hit and run tactics and wearing them down.
From personal experience, I know that if a sufficiently large industrial corporation forms up, you cannot take them head-on. Which is where a longer campaign of attrition comes in, until you get them demoralized and at this time, you can attack and take down the HQ.




How would this affect older, richer players (Malcanis' Law): To the old and rich crowd, not much would change with the exception that they can't blanket dec anymore. Wardec prices may become either cheaper or more expensive, depending on the situation.
However, for someone like myself, if I pay 50 mil for a dec, or 5 mil, it isn't much of a difference. The large groups may need to change their tactics and pick more specific targets though (due to the limit in decs).



How would this affect younger characters: The entry barrier for declaring war would be lowered significantly, with wars no longer costing (for them) an arm and a leg.




TL;DR: Implement wardec cost changes, wardec number limit and buff locators with online/offline stats for players to hopefully reduce the size of wardeccing groups, while trading blanket decs for more targeted campaigns.
Encourage fighting in highsec by implementing HQ structures to promote conflict.
All to make fighs more interesting for wardeccers, more accessible for younger characters, and more "manageable" for industrial corporations (with there being an actual reason to fight for something).
Black Pedro
Mine.
#3 - 2016-11-22 06:46:44 UTC
There is a lot there, but +1 to many of the general ideas. Making wars accessible, meaningful, and have a purpose should be design goals when CCP gets around to redoing wars next. New Eden, especially highsec, has lacked real conflict drivers (and CCP seems to keep removing them with the latest one being moon real estate) which already makes people rightly ask what are wars for? Pretty much the only reason to attack another corp is direct piracy (which is near zero now with asset safety), the love of the hunt/kill (which was nerfed into tedium by the watchlist removal) or a personal grudge. Making structures provide valuable, yet unique bonuses that players can fight over and that incentivize players to stay with and defend a corp is a exactly what the game needs to encourage players to generate content and attack one another.

A system where closing and remaking a corp costs a twentieth of just the cost to attack it and where corporations have no lasting or persistent bonuses that distinguish it from any other corporation is not one that is going to generate balanced or consistent content. It is one that favour evasion of an attack over standing your ground almost every single time and thus inherently broken. Structures are the only way to force a fight which is an improvement over POSes, but there is still no reason to attack one aside from perhaps the Market Module, and now perhaps Industry Indexes. We need more of that so players can earn benefits by attacking one another and choose to spend resources on being the aggressor and generating content.

The fix isn't simple though, but I hope CCP considers some of your ideas when they look at fixing how wars work.
elitatwo
Zansha Expansion
#4 - 2016-11-22 11:05:39 UTC
Oh please not this again!

Let me tell you a tale of the not-so-brave highsec life-forms that claim to bring content and are really good at running for the hills if they face danger.

They do nothing but play boring docking-games in trade hubs and when you bring content to their doorstep they dock up and log of.

And yes it is a totally good idea to war-deck a nullsec alliance, what could go wrong?


Nothing will make your "highsec pvp" viable. It is just a blatant excuse to farm easy-prey killmails for gigglz because those life-forms must feel superior to mask their own "short"-comings.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Daichi Yamato
Jabbersnarks and Wonderglass
#5 - 2016-11-22 11:47:45 UTC
Wardecs were a good way to start out doing pvp and learning the game and its mechanics. Being wardecced was a good way to test your corp and see how well you worked together.

Citadels go a long way to removing docking games. OA's should solve watch lists. The main things i think we can (almost) all agree on is that decs should be cheaper, corps should be more expensive and corp switching should come with restrictions.

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

Serendipity Lost
Repo Industries
#6 - 2016-11-22 12:51:02 UTC
I'm going to go the other way with dec fees. They should scale up rather sharply as you add more. 100 active decs should be a financial impossibility for even those with the deepest pockets in the game. My reasoning is that if you can only afford (or the guy hiring you can only afford) say the 10th dec fee then you have to begin to pick and choose who you fight. This need to pick and choose will bring meaning back into HS war decs.

The second part of this is that assisting someone counts as an active dec toward your escalating costs. Free assists need to go if there is to be meaning behind conflict. If you want to assist someone - the fee has to be paid to add that conflict to your tally.

Here's an example of war dec fees:

1st - 50 mil
2nd - 100 mil
3rd - 250 mil
4th - 500 mil
5th - 1 bil
6th - 2 bil
7th - 4 bil
8th - 8 bil
9th - 16 bil
10th and so on keeps doubling as more are added.

So for 900 mil a small group can carry 4 active decs. Not a bank breaker. To hire a merc corp to enter into their 20th active dec would require some really hurt feelings and some really deep pockets.

Another option to this is to make the standard war dec last for 2 weeks. Again, this will stretch those war dec iskies for the smaller groups. There should also be a 'drop this war now' button that cancels the war dec by the agressor and starts the 24 hour cool down timer. After 24 hours - the dec is removed from your active tally. This will give larger active groups that do a volume business flexibility in managing the high cost of multiple decs.

Repo merced back in the day when consecutive dec fees jumped sharply as more were added. Choices had to be made. Sometimes a client had to wait a week and sometimes contracts were passed on with recommendations toward other merc corps. It worked out as follows: We normally carried 5 to 7 active wars. n-1 were paid contracts and the floater was discressionary (large corp for more targets, personal favor, someone said the wrong thing in local to one of the guys, that one fun group that did something that made them special).

I think this would make the practice of player farming go away. I think it would add meaning to conflict. I think it would allow 2 indy corps to settle their differences without the possibility of 40 random corps jumping in on one side or the other and ruining an opportunity to settle things the way they were meant to be settled.

Honestly, if decing the 3 biggest alliances in Eve for 400 mil and 3 business contracts for 3.5 bil isn't a good enough deal, then perhaps a 'merc alliance' may need to look inward at their business model.


The current practice of player farming is lame and gives HS mercing and pvp the bad reputation that it currently struggles with. There have been a few 'stay out of the trade hubs' movements to turn this around, but as long as mechanics allow it - hubs will be camped and the stench of chump warfare will cover ALL of HS pvp.

Sonya Corvinus
Grant Village
#7 - 2016-11-22 16:03:34 UTC
Ralph King-Griffin
New Eden Tech Support
#8 - 2016-11-22 20:43:04 UTC  |  Edited by: Ralph King-Griffin
Sonya Corvinus wrote:
http://i.imgur.com/h4yt6.gif

The roundtable.
OK that's a little unfair.

I like the HQ ideas.
I like the locator idea.

I don't like the hard cap because tbh it was never a problem for anyone up until it became the modus operandi.
If we can get targeted direct war viable for small entitys first then disincentivise larger groups from steamrolling them (reverse cost scaling comes to mind)

You're also going to come smack into the same wall both raz and I have , which is the whole whingeing super pilots issue that got us here in the first place.
Sonya Corvinus
Grant Village
#9 - 2016-11-22 21:20:40 UTC  |  Edited by: Sonya Corvinus
Ralph King-Griffin wrote:
The roundtable.
OK that's a little unfair.

I like the HQ ideas.
I like the locator idea.

I don't like the hard cap because tbh it was never a problem for anyone up until it became the modus operandi.
If we can get targeted direct war viable for small entitys first then disincentivise larger groups from steamrolling them (reverse cost scaling comes to mind)

You're also going to come smack into the same wall both raz and I have , which is the whole whingeing super pilots issue that got us here in the first place.


To reply seriously, I agree with this https://forums.eveonline.com/default.aspx?g=posts&m=6630762 100%. The only change is I think it should return the same message when someone is offline that it does when they are in a wormhole.

I only add that last part because in WHs watchlists were how you know the scout and/or fleet that logged off in your home WH are online again. I like the added danger of not knowing that, so I don't want to be able to use an alt in HS to ping locator agents to see when that cloaky scout is back online.
elitatwo
Zansha Expansion
#10 - 2016-11-22 23:04:39 UTC
Daichi Yamato wrote:
Wardecs were a good way to start out doing pvp and learning the game and its mechanics. Being wardecced was a good way to test your corp and see how well you worked together..


And that's the thing, were not are.

If anything Red vs Blue is the only good thing that came out of highsec war-decks.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Arden Elenduil
Unlimited Bear Works
#11 - 2016-11-22 23:09:06 UTC
elitatwo wrote:
Daichi Yamato wrote:
Wardecs were a good way to start out doing pvp and learning the game and its mechanics. Being wardecced was a good way to test your corp and see how well you worked together..


And that's the thing, were not are.

If anything Red vs Blue is the only good thing that came out of highsec war-decks.




That's what this proposition is aimed towards. To return wardecs to being something anyone can do, ESPECIALLY the young players.

Furthermore, to encourage small groups of players actively hunting throughout highsec, and not playing stationgames in hubs (I hate that ****).
Serendipity Lost
Repo Industries
#12 - 2016-11-23 12:56:53 UTC
Sonya Corvinus wrote:
http://i.imgur.com/h4yt6.gif



Totally off topic. I find a blonde Sonya Corvinus in a Tshirt offensive. How bout some jet black hair and some black tight fitting leatherish clothes. What you have done to the name 'is and abomination'

Sonya Corvinus
Grant Village
#13 - 2016-11-23 15:42:57 UTC
Serendipity Lost wrote:
Totally off topic. I find a blonde Sonya Corvinus in a Tshirt offensive. How bout some jet black hair and some black tight fitting leatherish clothes. What you have done to the name 'is and abomination'


But I got the t-shirt in a contract worth 10 bil that I got for free. I have to show it off.

And my hair is fabulous.
Valkin Mordirc
#14 - 2016-11-23 19:32:18 UTC  |  Edited by: Valkin Mordirc
elitatwo wrote:
Oh please not this again!

Let me tell you a tale of the not-so-brave highsec life-forms that claim to bring content and are really good at running for the hills if they face danger.

They do nothing but play boring docking-games in trade hubs and when you bring content to their doorstep they dock up and log of.

And yes it is a totally good idea to war-deck a nullsec alliance, what could go wrong?


Nothing will make your "highsec pvp" viable. It is just a blatant excuse to farm easy-prey killmails for gigglz because those life-forms must feel superior to mask their own "short"-comings.



You do know that the risk adverse nature that your describing is everywhere in EVE not just highsec yeah?

And that your letting your opinion of a game mechanic disrupt the want of others, and even yourself, to discuss idea's said mechanic better.

Attitudes like that are cancerous and allow for no development with in a subject.


EDIT: I do like the idea of mini-sov-lite in highsec. More like Gang like territory control over systems. Giving people something worth fighting over in highsec is a good idea.
#DeleteTheWeak
Nevyn Auscent
Broke Sauce
#15 - 2016-11-23 20:55:49 UTC
Valkin Mordirc wrote:

EDIT: I do like the idea of mini-sov-lite in highsec. More like Gang like territory control over systems. Giving people something worth fighting over in highsec is a good idea.

Except all that will happen with mini sov lite is that PL/Goons/etc will establish the HQ's, and rent out highsec space as well. Lets be serious about the meta here, not stupid pie in the sky dreamers.

The reversing of war dec costs is the good part of this idea, your costs should be based on how many attackers you are giving 'content' to. Not how many defenders then try to deny content. Adding people to a corp at war should just cost whatever extra it would have cost initially to have them in corp and then declare war. There doesn't need to be any kind of special punitive fee involved.

If you want meaningful high sec wars over resources, look at corps & structures. Not at the war mechanics. High sec structures need the same bonuses as null structures, and you then need to remove most stations from high sec (Easy to do, "Concerns over capsuleer combat in the docking regions have prompted corporations to close most of their stations to independent capsuleers, a few have remained open with corporate agents consolidating to these available stations").
Then you have a reason for Citadels/EC's/etc in highsec, and a reason to form a larger corp. And larger corps that form naturally will then fight a lot more for their own territory, rather than just becoming renter empires.
Arden Elenduil
Unlimited Bear Works
#16 - 2016-11-23 21:32:22 UTC
The thing is, with only one HQ per corp/alliance, it would become a major hassle to both organize and defend them. Keep in mind that HQ's would be easily destroyed on purpose. Furthermore, profit margins on them would be extremely low and generally speaking not worth it for nullsec alliances. Because the only income of worth would be either rental fees and/or taxes. And given the average size of a highsec mission corp, really not worth it.
elitatwo
Zansha Expansion
#17 - 2016-11-23 22:22:29 UTC
Nevyn Auscent wrote:
.. and you then need to remove most stations from high sec...


Please, no.

A look at the mechanics won't hurt. What we have now is some blobb-muppets praying on the weak. A war should be mutual, not forced upon you because you just finished the tutorial.

What Red vs Blue did is a good thing for everyone and anyone joining them will be informed about it, they run classes, teach you stuff and have this infinite mutual war going.

Most entities don't even know why they got a war declaration in the first place, don't know that this new red-star-blinky tag in local means - if they even have the local chat open to begin with - and get blown up, not knowing what's going on.

Then they either log off for a week - if they know it is a week - or never log back on again.

Removing highsec stations will just force mega-blobbs.

New Eden has 3 designated war-zones for a reason.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Black Pedro
Mine.
#18 - 2016-11-24 08:30:46 UTC
elitatwo wrote:
A look at the mechanics won't hurt. What we have now is some blobb-muppets praying on the weak. A war should be mutual, not forced upon you because you just finished the tutorial.

...

New Eden has 3 designated war-zones for a reason.

If this is your view of how Eve is suppose to work, you are going to be sadly disappointed when the next war revamp comes around. If you think CCP will make war purely consensual, or highsec safe, you really don't understand the game you are playing.

Wars, with all their problems, are at the very least needed to remove structures in highsec. This of course cannot be done "mutually" or no one would ever lose anything so wars will always be non-consensual like almost all the other PvP in this game. I can imagine some sort of war-free system to attack structures, but I think they all advantage the "blobb-muppets" you seem to hold in so much disdain much more than the current declaration system. The current system is designed to heavily advantage the defender giving them time to organize a defense, secure allies, and limit who can attack them at once, while a war-free structure aggression system, like say the current mobile depots, would be riskier for the average highsec dweller.

But more generally, Eve Online is all about preying on the weak. It is what a virtual universe-type game is all about (as opposed to the balanced, matched PvP of say Eve: Valkyrie). Discussing design ideas with someone who doesn't even share or understand the basic premise of the game is not likely to be very fruitful. They are just going to keep putting for impractical ideas and then be completely befuddled or upset with any changes that come that are consistent with a nowhere-is-safe, everyone-vs-everyone PvP sandbox game, but not the space samurai simulator they imagine themselves to be playing.

I'm just glad CCP is still developing the game and not you. Your vision of invulnerable max-yield mining/missioning ships undocking from invulnerable player structures going about their highsec grinding without risk, only to go into the other sectors of space to engage in consensual, and thus meaningless, PvP is not a very interesting one to me. And I imagine you wouldn't like the results on the activity and integrity of the game very much either despite your Bushido bluster.
elitatwo
Zansha Expansion
#19 - 2016-11-24 09:44:28 UTC
Black Pedro wrote:
elitatwo wrote:
Nevyn Auscent wrote:
.. and you then need to remove most stations from high sec...


Please, no.


Wars, with all their problems, are at the very least needed to remove structures in highsec...


I never said anything against that.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Black Pedro
Mine.
#20 - 2016-11-24 10:23:49 UTC
elitatwo wrote:
Black Pedro wrote:
elitatwo wrote:
Nevyn Auscent wrote:
.. and you then need to remove most stations from high sec...


Please, no.


Wars, with all their problems, are at the very least needed to remove structures in highsec...


I never said anything against that.


You kinda did:

elitatwo wrote:
A war should be mutual, not forced upon you because you just finished the tutorial.


If wars are only mutual, how will people fight over structures (or anything else meaningful for that matter) or do anything with them other than have consensual honour fleet fights? If players want that they can use the duel system or join the same friendly-fire corp and have their lol frigate fights at the sun as much as they'd like.

Wars are intended to allow meaningful, and non-consensual interactions between players in the sandbox - for them to fight over stuff and take stuff or space from each other. They enable the competitive game play this game is founded on to take place in highsec (including between low/nullsec groups carrying on proxy wars in highsec). The current state of wars doesn't entirely succeed at this (hence the proposals in the OP to try to make them better), but they (or something equivalent) will always be necessary to exist in a non-mutual form given how this game is fundamentally intended to work.

Wars, and all the other forms of conflict and competition, will always be forced upon you as soon as you leave the starting system and finish the tutorial. Once you start influencing the greater shared universe of New Eden, the game makes you vulnerable to the all the other players who in turn can influence you. That is literally the core idea of the game.
12Next page