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What are the consequences of a lost war?

Author
Durncan Vance
Federal Navy Academy
Gallente Federation
#1 - 2017-01-23 11:40:56 UTC  |  Edited by: Durncan Vance
Since the War between coalitions seems to be a big part of the 'endgame' of EVE, or even the whole game, i wonder

(a) what consequences does a lost war have for the players of the loosing coalition and

(b) at what point is a war considered over/lost?

(c) so what are the usual outcomes of a war?

greetings
Memphis Baas
#2 - 2017-01-23 12:31:36 UTC  |  Edited by: Memphis Baas
Each large coalition has a large number of players. They usually have a region (or a few constellations) that they call home, with lots of citadels and outposts deployed. Quite a few POS starbases to extract moon materials that are critical for T2 and capital ship production. If they perform activities such as mining and ratting in the area, the "index" increases, resulting in better ore/rats/resources. Some of the bases are used to manufacture supercapitals, which take months and can only be done in 0.0 sov. space.

A sov war is basically when a different coalition takes over this space, one star system at a time. POS'es and citadels are destroyed and replaced, outposts are taken over (and access is denied to the previous residents), the indices are reset. The losing side has to retreat to low-sec space and/or NPC-owned 0.0.

Typically both sides will bring super-capitals to the fights, possibly resulting in even more financial loss. At the end of the war (or when the war is declared lost), with no remaining bases to protect them, the surviving supers have to be extracted to more neutral space.

So, basically, stations and ships are lost, amounting to huge sums of ISK. Sources of income for the alliance (moon goo, asteroids, PVE anomalies, production facilities) are lost. And the super-capital fleet is possibly lost, reduced, or locked down in hostile territory.

Only the biggest alliances can survive a loss like this, typically by immediately conquering someone else's space. Smaller entities experience a failure cascade, with players leaving en-masse, and some of the leadership quitting the game when they reach 0 ISK in their personal wallets from donating everything to the war effort. Dotlan tracks some of the membership statistics and failure cascades are obvious in the graphs.
Memphis Baas
#3 - 2017-01-23 12:41:21 UTC
The war can be considered lost from the beginning, if the attackers are clearly stronger than the defenders, in terms of numbers of pilots and/or the size of supercapital fleets. Because supercapitals are so expensive and difficult to build / replace, the losing side may decide from the start of the war to save them, and basically never bring them to fight against the enemy's much larger supercap force, thereby giving up their space.

Typically, the outcome of a war is a win for the attacker / loss for the defender. Simply because, just like with ships PVP, the attacker will NOT attack unless they're bigger / sure of success. EVE has an advantage for the aggressor; they can pick the best moment to attack, and they're not fighting on their home turf (income / production aren't disrupted).
Durncan Vance
Federal Navy Academy
Gallente Federation
#4 - 2017-01-23 12:51:31 UTC
Thaks for your detailed answers (in all of my Topics)!

Memphis Baas wrote:
The war can be considered lost from the beginning, if the attackers are clearly stronger than the defenders, in terms of numbers of pilots and/or the size of supercapital fleets. Because supercapitals are so expensive and difficult to build / replace, the losing side may decide from the start of the war to save them, and basically never bring them to fight against the enemy's much larger supercap force, thereby giving up their space.

Typically, the outcome of a war is a win for the attacker / loss for the defender. Simply because, just like with ships PVP, the attacker will NOT attack unless they're bigger / sure of success. EVE has an advantage for the aggressor; they can pick the best moment to attack, and they're not fighting on their home turf (income / production aren't disrupted).


I may was a little unclear, what i meant with war, what i ment was an ongoing conflict, not a single battle. So looking at your first post, i assume there is usually an end to a war, if the teritory of one party is taken... are there also diplomatic ways out of a war?

greetings
Do Little
Bluenose Trading
#5 - 2017-01-23 17:43:03 UTC
War is part of the game that both sides usually enjoy. The war is over when the losing side accepts that outcome as inevitable and moves - either to NPC space or to take sovereignty in another region.

In last years winter war, the Imperium was pushed out of the northern regions where they had lived for several years and resettled in Delve - forcing the occupants of that region to move in turn.

A discussion of the current war in the south - including senior fleet commanders from both sides: https://soundcloud.com/mt-erall/tis-12117-catch-region-at-wars-end

As a consequence of that war, I have new next door neighbors. That's the way the game works. One important change brought about by Citadels is asset safety - in previous wars people lost everything or ended up selling it to conquerors for pennies on the dollar. Now you trigger asset safety and your stuff is moved to a nearby NPC station. Much better outcome for casual players.

Destruction is an essential part of the Eve economy - stuff doesn't wear out or go obsolete. You've got to blow it up to keep the industrial side of the game going. The key is making sure all concerned are enjoying themselves - it is after all, a game.
Dracones
Tarsis Inc
#6 - 2017-01-23 18:10:12 UTC  |  Edited by: Dracones
Losses in these conflicts might be easier to handle than they used to be. Part of the pain of losing space is getting all your stuff out after you've spent months moving assets in. However now with player citadels you can even have your capitals docked up and you can asset safety your stuff out.

So when you lose the war you lose the space, the player structures and the ships that fought, but everything you had docked up or stored in the hangers can now easily be moved to low sec and then jumped out from there to your new home pretty easily. That's no small thing.

Edit: Didn't see Do Little's post where he already mentioned asset safety. I'm really curious to see how much asset safety will impact null life.
Memphis Baas
#7 - 2017-01-23 19:48:56 UTC
The diplo's (directors in charge of maintaining official channels of communication open with all the other alliances, and in charge of setting other alliances as red (enemies) or blue (friendly)) can certainly have peace negotiations. It usually happens before the war; because this is a game so once the shooting starts, everybody wants to continue to increase their killboard scores (continue killing the enemy).

As mentioned above, wars are periodic, because this is a PVP game, and people in 0.0 get bored after 3 or so months of PVE / wallet fattening.

IMO, asset safety + the ability to use a chain of citadels to safely move caps and supers out, should make everyone more willing to put up a fight for the fun of it, rather than do what the Goons did during the last war.
ergherhdfgh
Imperial Academy
Amarr Empire
#8 - 2017-01-24 02:51:36 UTC
(a)
War is a word that is often open to interpretation. When people ask about wars between the large coalitions they are usually talking about the very large scale ones that are intent on the destruction of the other side. Those types of war are not all that frequent in this game. They happen but it's not an everyday thing.

Far more common is the smaller engagements for various reasons.

There are times where one group just wants to take a few more systems than they currently control or maybe they want a specific system for strategic reasons or whatever. Those types of smaller wars can start and end and still have both sides be fully intact.

There are also situations where neighbors will reset standings just to mix things up and get some fights going when things get stale.

There are also the forever wars which are just neighbors that are red to each other and go roaming in each other's space when looking for trouble but neither is looking to take sov from the other.

(b)
That really depends on what the goal of the war was and who started it. And again some wars just continue indefinitely as they are really just an excuse to fight. There are even times where if one side is winning too obviously then they will pull back and give their opponents a chance to build back up resources. The thought being that if you have neighbors that are fun to fight you don't want them to go away.

(c)
Much like my answers to a & b I will tell you that this can vary as well.


I would guess that you were mostly asking about the large wars that get headlines. That has been answered by other posters better than I could have. So I choose to just go a little further and point out that most wars in this game are not as black and white as the big ones that people like to talk about.

One further note about determining winners.... similar to real life there is a lot of propaganda and posturing within warfare in Eve. There are times when determining a clear winner or even a clear end can be difficult.

Want to talk? Join Cara's channel in game: House Forelli

ergherhdfgh
Imperial Academy
Amarr Empire
#9 - 2017-01-24 03:04:52 UTC
Memphis Baas wrote:

Only the biggest alliances can survive a loss like this, typically by immediately conquering someone else's space. Smaller entities experience a failure cascade, with players leaving en-masse, and some of the leadership quitting the game when they reach 0 ISK in their personal wallets from donating everything to the war effort.

This can happen but there are also situations where much smaller Alliance can survive as well. There have always been the smaller Alliances that most people don't know about. They only hold a few systems and sometimes move around a lot. Living somewhere until they get thrown out and then just picking up and moving again.

I've been in a few small Alliances that when we got kicked out of one area of space the only question was where were we moving to. If you are willing to move around then a small tight knit group of guys can last for a very long time in this game. However for most of those types of groups keeping a low profile is part of the strategy that allows them to stick around. So you probably won't hear about most of them.

Memphis Baas wrote:
The war can be considered lost from the beginning, if the attackers are clearly stronger than the defenders, in terms of numbers of pilots and/or the size of supercapital fleets.

This is only true if people give up. Large coalitions have many things working against them that the smaller guys don't. One of the largest coalitions that has ever existed in this game was just thrown out of sov null not that long ago. The group that made it happen was much much much smaller.

No they did not do it alone but seldom are wars nothing more than two sides going strait at each other and swinging until only one is left standing.

Want to talk? Join Cara's channel in game: House Forelli

Alaric Faelen
Republic Military School
Minmatar Republic
#10 - 2017-01-25 20:45:37 UTC
The fallout of a lost war goes beyond just the space, as Memphis points out.

For example the Casino War didn't change much as far as the map goes. One big blue donut got replaced by another. The same major players in Sov are the same ones that have been since DomSov. Overall not much changed except where on the map the same names appear.
What you can't kill is the organizational infrastructure behind huge coalitions of players. More than actually owning space, what matters is the ability to do it, both militarily and administratively. TEST is a good example here. More than once they have been tossed out of sov, usually squatting in FW to rebuild war chests before going right back to owning sov. They can lose a war and remain fairly intact, even profit at farming some other content. Losing all your space isn't as painful as it might seem.

Losing leadership is what hurts. Losing FC's, losing the guys that JF in all the stuff you take for granted to be stocked locally....that's a bigger fallout of wars (win or lose). It's during a war these guys get burned out quickly. Many alliances are very much reliant on a small group of core players to remain viable. Losing them to boredom or burn out can cripple an alliance much worse than losing moon goo income.

For the average line pilot, it's not much of a big deal. Long before we lost our space, my stuff was safely in a low sec NPC station. Because of pheobe I already stopped actually living in my space long before the war. Losing all that space did very little to affect my fortunes.
Neuntausend
Republic Military School
Minmatar Republic
#11 - 2017-01-25 23:04:46 UTC
There is no clear victory/defeat condition to many nullsec wars that is the same for all parties involved. The attacking side may consider the war won once they have taken the capital system or all the space. The public eye may consider a war over after that one bloody battle. The defending side may not consider the war over at that point. Some wars stretch over months, and don't really end until either one side disbands and scatters.

Some nullsec powers have been at war with each other constantly for years. They may not always fire at each other around the clock, just like there may be calm phases and ceasefires during a war in the real world as well. But usually, hostilities will commence again sooner or later. And while the press may call each of those little sub-conflicts the "this-war" or "that-war", it may still be just one long ongoing war for the people involved.