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EVE NPCs: Duelists

Author
Dark Lord Trump
Infinite Point
Pandemic Horde
#21 - 2016-12-23 18:19:58 UTC
Inb4 someone hunts these with neutral logi.

I'm going to build a big wall that will keep the Gallente out, and they're going to pay for it!

ShahFluffers
Ice Fire Warriors
#22 - 2016-12-23 18:54:44 UTC  |  Edited by: ShahFluffers
Fek Mercer wrote:
The first part is false. Advanced AI is capable of being quite intelligent. What you have stated is simply not true.

Show me an "advanced AI" that is currently in a game and has not been documented and "beaten."

I will wait.

Fek Mercer wrote:
You've also contradicted yourself in saying that pvp involves knowing certain things. If that's all there is to it, then assuming maximum knowledge of mechanics, every single fight, assuming perfect execution, will follow to its logical conclusion, and is thus by definition predictable. (This is largely true in eve, it is no secret this game has a roch paper scissors element to it, however a skilled player can tilt the fight in thier favour).

Do you know the difference between "simple" and "easy?"

Making steel is a simple process, but it isn't easy.
Making origami is an easy process, but it isn't simple.


EVE PvP falls under the "it is simple, but not easy" category.
The things I mentioned above are the foundations by which people learn to PvP. But each one of those foundations requires lots of time, experience, and learning to fully grasp.

(Note: even after many years, there are still gaps in my knowledge. And ship fits and metas are always evolving... which means I will always have some kind of knowledge gap somewhere)

Now... you are somewhat correct in that there is a kind of predictability once you do grasp the basics of PvP in EVE. A ship has only so many viable potential fits (unless a stats, module, and/or weapon change comes along).
There are ways to guesstimate what tactic a player is going to use before you achieve a target lock.

Yet this is not always a sure thing.

Because there are no instances or mechanics that outright separate players from each other (for better and worse) or impose arbitrary restrictions (exceptions apply) there is the potential that even the most "sure thing" will turn out to be "less than sure."

This is why "friendship" is often touted as the most powerful force in the game. It is the single biggest "wildcard" factor that anyone can bring to the table.


Fek Mercer wrote:
This is why i think duelist AI will be well suited to this game, to help teach these mechanics and provide a fun challenge.

A "locked 1v1 duel" is not going to teach a player the following:

- how to use D-Scan to stay safe
- how to use D-Scan to hunt for targets
- how to avoid getting caught in unfavorable situations
- how to spot a "bait ship"
- how to disengage from a superior force ("escaping" can be seen as a form of winning too!)
- how to stalk players in systems
- how to "buzz" hostile fleets (see: gathering intel)
- how to fit your ship for a specific tactic


Also... 1v1s tend to require ship fits and tactics that you typically will not see "out in the wild."
In a 1v1;

- there is emphasis is on "outlasting" an opponent while either dealing enough damage to punch through their tank or neutralize it (in "wild" PvP, it is all about speed, damage avoidance, and dealing maximum damage).

- you will see more "gimmicky" fits that are hyperspecialized at dealing with one opponent versus balancing a fit to deal with multiple opponents.

- there will be more emphasis on min/maxing stats. You cannot avoid this outcome no matter how hard you try.
Missions Runners and Incursion communities have already shown that they are willing to spend an extra billion ISK or so to get that 10 to 20% performance boost.


Fek Mercer wrote:
do you think that the fact there are bots to practice 1v1 on in guild wars reduces player numbers?

I think it reduces actual player versus player encounters, yes.

Because why engage another player, with all the uncertainty that comes from engaging a player, versus a bot that you can eventually understand and dominate?

Plus... your average Joe does not like to lose against another player. At least a bot will not say anything about your loss.
Fek Mercer
Native Freshfood
Minmatar Republic
#23 - 2016-12-23 23:34:25 UTC
ShahFluffers wrote:
Fek Mercer wrote:
The first part is false. Advanced AI is capable of being quite intelligent. What you have stated is simply not true.

Show me an "advanced AI" that is currently in a game and has not been documented and "beaten."

I will wait.

Fek Mercer wrote:
You've also contradicted yourself in saying that pvp involves knowing certain things. If that's all there is to it, then assuming maximum knowledge of mechanics, every single fight, assuming perfect execution, will follow to its logical conclusion, and is thus by definition predictable. (This is largely true in eve, it is no secret this game has a roch paper scissors element to it, however a skilled player can tilt the fight in thier favour).

Do you know the difference between "simple" and "easy?"

Making steel is a simple process, but it isn't easy.
Making origami is an easy process, but it isn't simple.


EVE PvP falls under the "it is simple, but not easy" category.
The things I mentioned above are the foundations by which people learn to PvP. But each one of those foundations requires lots of time, experience, and learning to fully grasp.

(Note: even after many years, there are still gaps in my knowledge. And ship fits and metas are always evolving... which means I will always have some kind of knowledge gap somewhere)

Now... you are somewhat correct in that there is a kind of predictability once you do grasp the basics of PvP in EVE. A ship has only so many viable potential fits (unless a stats, module, and/or weapon change comes along).
There are ways to guesstimate what tactic a player is going to use before you achieve a target lock.

Yet this is not always a sure thing.

Because there are no instances or mechanics that outright separate players from each other (for better and worse) or impose arbitrary restrictions (exceptions apply) there is the potential that even the most "sure thing" will turn out to be "less than sure."

This is why "friendship" is often touted as the most powerful force in the game. It is the single biggest "wildcard" factor that anyone can bring to the table.


Fek Mercer wrote:
This is why i think duelist AI will be well suited to this game, to help teach these mechanics and provide a fun challenge.

A "locked 1v1 duel" is not going to teach a player the following:

- how to use D-Scan to stay safe
- how to use D-Scan to hunt for targets
- how to avoid getting caught in unfavorable situations
- how to spot a "bait ship"
- how to disengage from a superior force ("escaping" can be seen as a form of winning too!)
- how to stalk players in systems
- how to "buzz" hostile fleets (see: gathering intel)
- how to fit your ship for a specific tactic


Also... 1v1s tend to require ship fits and tactics that you typically will not see "out in the wild."
In a 1v1;

- there is emphasis is on "outlasting" an opponent while either dealing enough damage to punch through their tank or neutralize it (in "wild" PvP, it is all about speed, damage avoidance, and dealing maximum damage).

- you will see more "gimmicky" fits that are hyperspecialized at dealing with one opponent versus balancing a fit to deal with multiple opponents.

- there will be more emphasis on min/maxing stats. You cannot avoid this outcome no matter how hard you try.
Missions Runners and Incursion communities have already shown that they are willing to spend an extra billion ISK or so to get that 10 to 20% performance boost.


Fek Mercer wrote:
do you think that the fact there are bots to practice 1v1 on in guild wars reduces player numbers?

I think it reduces actual player versus player encounters, yes.

Because why engage another player, with all the uncertainty that comes from engaging a player, versus a bot that you can eventually understand and dominate?

Plus... your average Joe does not like to lose against another player. At least a bot will not say anything about your loss.




To the first part: http://www.helloneighborgame.com/
The fact that yes you can beat this AI is irrelevant. unbeatable AI is not fun. It is supposed to provide an interesting challenge. In eve, I am saying that some more advanced AI does not have to be unbeatable, It has to provide a fight more interesting than usual pve fights.

If you'd like to reread what you just wrote under the second quotation, its kind of redundant. All you did was reinforce my point about AI being a good learning tool. You said yourself there are gaps in your own knowledge, despite being a long time player. All you did was regurgitate what I said about their being a rock paper scissors element to eve, but a skilled player can tilt a fight in their favour.

The third part about d-scan and so on is, in my opinion, a good thing. It would make pvp a little stale if you could learn so many mechanics against fighting bots (Which is why these duelists should be uncommon and random), and so it is good that there is so much more to eve than just 1v1 fights. Learning these mechanics is not the primary focus of these duelists. the primary focus is providing an interesting, challenging fight.

The forth part is your strongest part in my opinion. wild pvp is quite different to 1v1 pvp. However as I said it is not the main focus of these encounters. And that being said, there is still a lot of room to learn intricate pvp mechanics.

the last part about guild wars is kind of a moot point. I doubt either of us can back up our claims so I'm going to say in my hypothesis, I disagree, but would be interested to learn the real answer. In any case, I believe that having these duelists would incline more people to try out real pvp.





ShahFluffers
Ice Fire Warriors
#24 - 2016-12-24 01:25:18 UTC  |  Edited by: ShahFluffers
Fek Mercer wrote:
To the first part: http://www.helloneighborgame.com/
The fact that yes you can beat this AI is irrelevant. unbeatable AI is not fun. It is supposed to provide an interesting challenge. In eve, I am saying that some more advanced AI does not have to be unbeatable, It has to provide a fight more interesting than usual pve fights.

http://indieobscura.com/article/538/how-to-reach-the-hello-neighbor-ending
http://indieobscura.com/article/532/hello-neighbor-guide-to-breaking-and-entering

As for being an "interesting challenge"... I refer you to Burner missions, Incursions, and fighting Sleepers / Drifters.

These NPCs were very, very hard to beat when they first came out. Then players found extremely optimal ways to essentially pound them (even the most powerful and advanced ones) into submission... despite them being designed to be overpowered on a one-on-one basis.

But this is neither here nor there.

I do not have an issue with more advanced AIs being put into EVE.



My main gripe is how and why you want them implemented (1v1s and for "learning purposes").

Every month or two we get a "bright little spark" that comes to the forums and explain how implementing "true duels" will be good for the game as it will allow people to learn about PvP.


The problem with a "true 1v1 system" that other contemporary games have is that it will teach a player nothing about "wild PvP" in EVE. The goals, tactics, and ship fits are simply too radically different.

Upon realizing how useless the information they learned in a 1v1 were... do you really think a newbie is going to go out and try again? Or will the newbie go back to the relative ease and predictability of the NPC (which the player knows is designed to be beaten in some way).

Note: The same argument can be made for 1v1s against other players.
The only reason the current 1v1 system is tolerated is because it doesn't actually stop players from interfering with the combatants (which is in true EVE fashion and teaches a lot more than the duel itself will).


Fek Mercer wrote:
the last part about guild wars is kind of a moot point. I doubt either of us can back up our claims so I'm going to say in my hypothesis, I disagree, but would be interested to learn the real answer. In any case, I believe that having these duelists would incline more people to try out real pvp.

Here is the question of the day then:

If you fought this NPC you propose,...

were given advice by the NPC on how to be "better" ...

went out to try "wild PvP" in low-sec...

and then realized that the information you were given did not help (in fact, the players you fought against tell you that the tactic you used is obsolete and has not been used in months)...

Would you be more inclined to try PvP again?
Or would you go back to hunting this NPC again because it is "challenging" and you want some kind of risky play... but you know you can beat it?


I will be HARD MONEY on the latter happening... because that is more in line with human nature overall.
Give a person two options, people will choose the easier one.


Fek Mercer wrote:
If you'd like to reread what you just wrote under the second quotation, its kind of redundant. All you did was reinforce my point about AI being a good learning tool. You said yourself there are gaps in your own knowledge, despite being a long time player. All you did was regurgitate what I said about their being a rock paper scissors element to eve, but a skilled player can tilt a fight in their favour.

You missed the point I want attempting to make.


While the gist of PvP can be easily pointed out, the actual content cannot.
Fits change.
Ships change.
Tactics change.
Metas change.

There may be only so many permutations that can be used within a given time period, but they are in a constant in a state of flux.
And an NPC, no matter how clever it is, will only know and say what the DEVs have programmed into it.

For example: If the NPC utilizes the tactic of scram-kiting, but stasis webs are then nerfed... the tactic is now bunk and anything the NPC says regarding scram-kiting will not be of any use.
This means that the DEVs will need to go back and revise what the NPC says... which requires the DEVs to learn and know as many of the ship fits and tactics out there... which they can't because they are both human (see: they can't know everything) and anything they learn today may not be used tomorrow.




The only way to truly learn PvP is by going out and actually taking part in PvP.

This is why so many veterans tell newbies to "just go out there and make explosions."
elitatwo
Zansha Expansion
#25 - 2016-12-24 02:21:45 UTC
ShahFluffers wrote:
...
The only way to truly learn PvP is by going out and actually taking part in PvP.

This is why so many veterans tell newbies to "just go out there and make explosions."


This is so very much important if not the most important thing you can say.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Rain6637
GoonWaffe
Goonswarm Federation
#26 - 2016-12-24 04:24:25 UTC
I think that's why PVE should be replaced with PVP. Take burners and replace them with other players ina pirate frigate. Both of you get paid enough to cover a loss, one of you has to lose their pirate frig, and one of you profits more after surviving. It's a lot like play-forward gameplay described by the developers of Doom. They wanted the player to know they would gain health and items by taking the next fight.

PVE is ISK payouts out of magic anyway, so why not pay out ISK to players to fight
Rain6637
GoonWaffe
Goonswarm Federation
#27 - 2016-12-24 04:26:08 UTC
Fek Mercer
Native Freshfood
Minmatar Republic
#28 - 2016-12-24 05:22:48 UTC


Lets take a step back for a bit. I want this encounter to be an interesting, worthwhile addition to CCP's plan to add more interesting, living AI to the game. again, this is CCP's plan, not mine. The whole "PvP learning" thing is a secondary, out-of-focus side effect to the encounter. we've gone on a tangent to the real idea here.


Adding more interesting encounters to the game is only ever a good thing - you can't simply point at other interesting encounters and say "Well do those then." By that logic, we would have only ever had the first one to come out.


The reason I linked that hello neighbor article in the first place was to illustrate the value of learning AI, and I am now going to edit the OP to clarify, as i can see I haven't made this clear at all. This is what I meant by the "going to the next" level of advanced AI. Yes things do change, but it is false to say that AI can only ever be as smart (in a certain sense of the word) as the developers.





ShahFluffers wrote:

Here is the question of the day then:

If you fought this NPC you propose,...

were given advice by the NPC on how to be "better" ...

went out to try "wild PvP" in low-sec...

and then realized that the information you were given did not help (in fact, the players you fought against tell you that the tactic you used is obsolete and has not been used in months)...

Would you be more inclined to try PvP again?
Or would you go back to hunting this NPC again because it is "challenging" and you want some kind of risky play... but you know you can beat it?


I will be HARD MONEY on the latter happening... because that is more in line with human nature overall.
Give a person two options, people will choose the easier one.




Hows this for a question - if i go out and beat an AI I know I can beat over and over again, is it more satisfying to go and beat that AI again or go and beat another player?

The point i'm making is that you can stop now. you can hypothesize this interaction all you like but the whole argument is far too nebulous and weak to continue down. I have no doubt in my mind some people will just duel the NPC's and never actual people, but that's just the way the bell curve falls. I believe many more will tire of them and seek real players to defeat. Again, its too variable and unknown to be worth arguing about without actual testing.

The most important thing to realize right now is that up until now, AI has been hardcoded to follow certain tactics. I am suggesting putting resources into bringing new learning AI technology to eve, to create something fun to engage, and not to simply add for an intial "oh this is cool," and end up mindlessly riding in themepark fashion.




Danika Princip
GoonWaffe
Goonswarm Federation
#29 - 2016-12-24 12:58:23 UTC
Fek Mercer wrote:
I believe many more will tire of them and seek real players to defeat. Again, its too variable and unknown to be worth arguing about without actual testing.



Just like they did with missions, incursions, sleepers, burners, mordus/clone rats, officers, drifters and whatever other 'advanced NPCs' CCP have added over the years?
elitatwo
Zansha Expansion
#30 - 2016-12-24 18:58:04 UTC
Rain6637 wrote:
I think that's why PVE should be replaced with PVP. Take burners and replace them with other players ina pirate frigate. Both of you get paid enough to cover a loss, one of you has to lose their pirate frig, and one of you profits more after surviving. It's a lot like play-forward gameplay described by the developers of Doom. They wanted the player to know they would gain health and items by taking the next fight.

PVE is ISK payouts out of magic anyway, so why not pay out ISK to players to fight


Yes and no. At least I would need a way to fund my losses. I love my bling but not every module I need is available where I live.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Fek Mercer
Native Freshfood
Minmatar Republic
#31 - 2016-12-24 21:10:25 UTC
Danika Princip wrote:
Fek Mercer wrote:
I believe many more will tire of them and seek real players to defeat. Again, its too variable and unknown to be worth arguing about without actual testing.



Just like they did with missions, incursions, sleepers, burners, mordus/clone rats, officers, drifters and whatever other 'advanced NPCs' CCP have added over the years?


Well, yes exactly
Danika Princip
GoonWaffe
Goonswarm Federation
#32 - 2016-12-24 21:20:58 UTC
Fek Mercer wrote:
Danika Princip wrote:
Fek Mercer wrote:
I believe many more will tire of them and seek real players to defeat. Again, its too variable and unknown to be worth arguing about without actual testing.



Just like they did with missions, incursions, sleepers, burners, mordus/clone rats, officers, drifters and whatever other 'advanced NPCs' CCP have added over the years?


Well, yes exactly


Did you hear the sonic boom as the point screamed over your head?

None of those things did what you believe, so why would your rats be any different?
Fek Mercer
Native Freshfood
Minmatar Republic
#33 - 2016-12-24 21:25:22 UTC
Danika Princip wrote:
Fek Mercer wrote:
Danika Princip wrote:
Fek Mercer wrote:
I believe many more will tire of them and seek real players to defeat. Again, its too variable and unknown to be worth arguing about without actual testing.



Just like they did with missions, incursions, sleepers, burners, mordus/clone rats, officers, drifters and whatever other 'advanced NPCs' CCP have added over the years?


Well, yes exactly


Did you hear the sonic boom as the point screamed over your head?

None of those things did what you believe, so why would your rats be any different?


And what do you think I believe these rats to do?
Daichi Yamato
Jabbersnarks and Wonderglass
#34 - 2016-12-24 23:47:03 UTC
Fek Mercer wrote:


And what do you think I believe these rats to do?


Annoy people with duel requests when burners already exists and give out terrible advice when players do it better in every way.

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

ShahFluffers
Ice Fire Warriors
#35 - 2016-12-24 23:49:10 UTC
Fek Mercer wrote:
Danika Princip wrote:
Fek Mercer wrote:
Danika Princip wrote:
Fek Mercer wrote:
I believe many more will tire of them and seek real players to defeat. Again, its too variable and unknown to be worth arguing about without actual testing.



Just like they did with missions, incursions, sleepers, burners, mordus/clone rats, officers, drifters and whatever other 'advanced NPCs' CCP have added over the years?


Well, yes exactly


Did you hear the sonic boom as the point screamed over your head?

None of those things did what you believe, so why would your rats be any different?


And what do you think I believe these rats to do?

Hint: those NPCs Danika mentioned were intended and designed to be very difficult and behave in ways that players do... meaning that players would be forced to adopt some PvP tactics to succeed against them... which they did.


And yet some of the biggest collections and organizations of players that center around those NPCs try to avoid any and all forms of PvP.

And then they ask for buffs and/or scream against any nerfs to the rewards and/or bellow for more protections against players who interfere with their little niche.

Which draws in more players into their niche.
Which then creates a feedback loop of more players asking for more benefits and/or protections.
Which reinforces the feedback loop.
Which draws more players in.
Rinse and repeat.


And yes, I know this because I am speaking from 7 years of in-game experience and lurking the forums here.

For example:
Incursions were meant to be a way for players to compete with one another, create communities, and encourage people to seek more rewards (in riskier environments)... maybe even encourage people to PvP more to keep others from achieving those rewards
The DEVs succeeded with the first two points... and failed with the third and half-failed with the fourth.


Almost no one seeks out low-sec and null-sec Incursions except for the locals who live in said areas already.

And god forbid you nerf high-sec Incursions to make the low-sec and null-sec ones more attractive. ***
The community that has grown around high-sec Incursions will stage a virtual hissy fit on the forums (which they have before), sign petitions (which they have before), and threaten to quit the game altogether (which they have before).

*** (NOTE: to put it in perspective, you can potentially earn hundreds of millions, to billions doing high-sec incursions... low-sec and null-sec Incursion rewards start in the billions to TENS of billions).


As for the PvP aspect... a bunch of cheeky players decided to "role play" as sympathizers of the NPCs that were part of the Incursions.
So they went around attempting to suicide gank the Incursion community, infiltrating their groups to sow chaos, aggression shenanigans, declaring war... you name it.
And the Incursion community SCREAMED at this and routinely asked the DEVs to "do something about their plight."



So forgive us if we are a bit leery of "add new NPCs for new opportunities" or dubious of claims of "this NPC will encourage people to go out and try PvP."

We have yet to see such a thing happen.
Fek Mercer
Native Freshfood
Minmatar Republic
#36 - 2016-12-25 02:43:23 UTC
Alright, lets just drop the "Encourage people to pvp" and "give advice that wouldn't normally work" If you truly believe these to be false. It's not the main idea here anyway. If you think that adding PvE content is going to drag people into a niche from which they won't seek PvP from, then there is no reason to add PvE content, and your argument is with CCP, not me.
Danika Princip
GoonWaffe
Goonswarm Federation
#37 - 2016-12-25 12:23:26 UTC
Fek Mercer wrote:


And what do you think I believe these rats to do?



Fek Mercer wrote:
I believe many more will tire of them and seek real players to defeat. Again, its too variable and unknown to be worth arguing about without actual testing.

Rain6637
GoonWaffe
Goonswarm Federation
#38 - 2016-12-25 13:17:09 UTC
Hey Fek, what Danika means is basically all PVE in EVE devolves into farmed ISK. The intent to provide more gameplay with PVE has always been there, but if it follows the basic format of kill NPC->get ISK it will always devolve into farmed ISK.

There is an idea about video games and its players that says players will try to figure out the system, they will succeed in time, and eventually they have the experience to will the game to give them whatever they want.

Check out this run-down of game theory that was one of my first introductions into video game everything (psychology, mechanics, history) http://www.sirlin.net/ptw

If you wanted to add a mechanic where ten NPC catalysts will spawn and kill you randomly when you haul or fit 10x the value of your hull, then I can get on board with that.
PopeUrban
El Expedicion
Flames of Exile
#39 - 2016-12-27 01:46:21 UTC  |  Edited by: PopeUrban
You're missing the entire point of the emergent AI on display with the mining fleets.

The mining fleet AI is put there specifically to **** with the status quo of the system they are in. In this case, to be a disruptive influence on player mining operations.

What you are suggesting is another "PVE in a bottle" system that is just as anti-sandbox as the existing mission and deadspace mechanics. It adds nothing of worth to the game because it can not be repurposed as a tool by players, and because it does nothing to serve as an obstacle to players.

The entire point of this procedural AI stuff is to make the NPCs part of EVE rather than something that chills out far away from anything players give a **** about waiting to be shot.

The mining fleet AIs actively get in the way of players by mining rocks that players want to mine. They can be actively used as tools by players by hav ing high standings to get friendly reps. This makes them an important consideration for player to player interactions in the area, and makes that system different than the next system over as a result.

Successful emergent AI means that the AI needs to function as either a roadblock, a tool, or both for players. It means that moving in to higher security space displays a greater amount of NPC activity that isn't simply window dressing, but that can be actively exploited by players in their interactions with one another. This should work in stark contrast to sov null, where none of these things exist because NPC organizations have no hold there.

An example of emergent AI I've seen that fits this description is "distress calls" from NPC corps you have higher standings with. That's a TOOL used by a player to find people to kill. You get high standings with Mordu's? Now you might get warpable coords if someone is doing a mordus site in your system. That same system is now a ROADBLOCK for the player doing the site. This PVE AI has now enhanced EVE as a whole by creating interesting situations for players.

Other examples of worthwhile PvE AI that makes NPCs actually important to the game and encourages rather than discourages player interaction and creative use of AIs:

Random NPC bubble camps in npc null. (ROADBLOCK-low standings gettin shot up. TOOL-Higher standings getting a camp to exploit) This makes residents of NPC null advantaged over those passing through by virtue of getting in good with the "sov holders"

CONCORD marshalls in losec. Officers that roam losec systems, looking to dispense justice, randomly warping to various celestial/belt/station/gate points in system every ten minutes or so. The Marshall is a hard tackle cyno. He'll try to scram/web criminals and light a cyno for a CONCORD fleet. (ROADBLOCK-low sec status wants to stay off grid with these guys. TOOL-Higher sec status can exploit the marshall for cover.)

PIRATE marshalls, also in losec. Basically the opposite of CONCORD marshalls. Extra entertainment ensues if these two randomly end up on grid with each other.

FLASHPOINT. Warring factions (pick two) at border regions exhibiting a contest over a station or other point of interest. Both factions attempt player-similar tactics for fleet fighting including gate control. Engaging these forces is a direct standings gain/loss and LP farm. (ROADBLOCK-low standings gets you shot at. TOOL-higher standings gets you bros on grid. Advantage - neutrality!)

Planetary Proxy War: Planetary warring factions offer up bounties for orbital strikes (eyyy, remember orbital strike modules?) basically replacing the DUST players with NPC activity and DUST regions with **** that matters. You can go there and orbital strike **** for them, gain standings, and earn PI output bonuses on that planet. Alternately you can start a war by paying off planetary militias to **** up other people's PI chains, as well as delivering troops via POCOs. Planetary forces use a very simple double ended bar that Gains +progress over time for both sides. Orbital striking them cuts that progress bar for whoever you orbital striked. (ROADBLOCK-People can wage war on your PI with their ISK and orbital strike modules. TOOL-You can wage war on THEIR PI too. Also may lead to actual formal spaceship war.)
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