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Player Features and Ideas Discussion

 
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Null Sec Incursion Capital Revamp Idea.

Author
Joe Barbarian
Back Street Boys With Capital Toys
#1 - 2017-03-06 15:59:47 UTC
This is my first game changing idea, I'm after some honest feedback and any idea's the community might come up with.

I'm Joe Barbarian, known as "Skyrider Deathknight" to my Highsec Incursion counter-parts. I'm apart of a team of capital incursion runners that run both Null and Lowsec HQ & AS incursion sites.

Some backgound information this is based around HQ sites for now, where there are 3 sites, "TCRC" "NRF" and "TPPH" as all incursion runners are aware there is a higher chance of dying in a TCRC or NRF site than in a TPPH, so we feel that the TPPH needs a revamp with some capital features.

My vision is a TPPH with 2 starting gates (like NCN's in Assaults) Sub-capital gate and a capital gate. Now the capital gate wont unlock until the subcapital fleet clears the first 2 rooms. This capital gate leads directly into the 3rd and final room however when activated by a capital ship the site increases in difficulty.
Some idea's of the escalation:
- Swarms of frigates (which Frigates and Romi's currently track and kill fighters with ease before the sig radius increase)
- Self defences are activated on the tower and it begins to paint / neut / web / ECM multiple targets.

These are just 2 possible idea's that weren't really too much out of the box. There are other idea's that are floating around but would like community feedback on other possible idea's to make Incursions more engaging.
Jenn aSide
Worthless Carebears
The Initiative.
#2 - 2017-03-06 16:38:01 UTC
Welcome to the right section Big smile

As for the idea, I don't think it offers anything. NCNs are horrible and should go away. the last thing to do is make other sites like them.

Joe Barbarian
Back Street Boys With Capital Toys
#3 - 2017-03-06 17:09:43 UTC
Jenn aSide wrote:
Welcome to the right section Big smile

As for the idea, I don't think it offers anything. NCNs are horrible and should go away. the last thing to do is make other sites like them.


Yeah thanks for pointing me in the right direction.

NCN's are bad however adding a "capital" based mechanic to a TPPH makes them more engaging for Capitals which only affects lowsec and nullsec. This also adds risk that capitals cant initially enter the site because the first 2 rooms are for subcapital's only.

So this changes nothing for subcapitals at all and wont affect highsec or normal incursion running of the sorts. However it adds more flavour for capitals and depending how it's played out adds element of risk for capitals to run these sites.
Bjorn Tyrson
Brutor Tribe
Minmatar Republic
#4 - 2017-03-06 17:30:45 UTC  |  Edited by: Bjorn Tyrson
Would the rewards scale with the capital escalation? If not then there wouldn't be much reason for people to actually bring their capitals in.

The other issue I see is that it means the capital pilots are sitting around with thumbs in asses for the first 2/3rds of the encounter. And if they only swoop it for the final room that also means they are getting the same reward for 1/3rd of fhe work.

now if the payouts where divided by room, with each room paying out individually, that could offer some interesting room for play. especially if the final room with cap escalation is designed for a double fleet.

so lets say the first 2 rooms are designed for a 20 man battleship fleet, the final room could either be a 20 man bs fleet, OR a 20 man bs fleet with a 10-20 man cap fleet.

so for "ideal running" you would want two seperate fleets going, (this would also require there to be some sites that are designed for either a 10 man cap fleet OR a 20 man bs fleet) the battleships running as per normal, the caps running as per normal. unless you happen to get that 3 room dual site to spawn, in which case the BS's would clear the first 2 rooms, (while the caps finish up whatever they are working on) and then the fleets combine for the final room to massively increase the rewards (and the risks) for both fleets.

would give something for the caps to do (discouraging them from just sitting on a citadel until needed) getting them out into space, and putting them at risk.

the idea is that you can run the sites with okay efficiency in either caps or BS's, but they are designed and sized in a way that combining those fleets for the one big room would make for a much more difficult fight, but would give a massive rewards boost.
Frostys Virpio
State War Academy
Caldari State
#5 - 2017-03-06 18:08:57 UTC
Joe Barbarian wrote:
This is my first game changing idea, I'm after some honest feedback and any idea's the community might come up with.

I'm Joe Barbarian, known as "Skyrider Deathknight" to my Highsec Incursion counter-parts. I'm apart of a team of capital incursion runners that run both Null and Lowsec HQ & AS incursion sites.

Some backgound information this is based around HQ sites for now, where there are 3 sites, "TCRC" "NRF" and "TPPH" as all incursion runners are aware there is a higher chance of dying in a TCRC or NRF site than in a TPPH, so we feel that the TPPH needs a revamp with some capital features.

My vision is a TPPH with 2 starting gates (like NCN's in Assaults) Sub-capital gate and a capital gate. Now the capital gate wont unlock until the subcapital fleet clears the first 2 rooms. This capital gate leads directly into the 3rd and final room however when activated by a capital ship the site increases in difficulty.
Some idea's of the escalation:
- Swarms of frigates (which Frigates and Romi's currently track and kill fighters with ease before the sig radius increase)
- Self defences are activated on the tower and it begins to paint / neut / web / ECM multiple targets.

These are just 2 possible idea's that weren't really too much out of the box. There are other idea's that are floating around but would like community feedback on other possible idea's to make Incursions more engaging.


From memory doing incursions in HS, TPPH are the slowest site to complete while also being the safest. People lose ship in them because they stop caring and broadcast way too late.

Your 2 escalation idea have issue imo.

Adding a frigate swarm will essentially make the site take longer especially if they spawn and stay far away from the vindicator group because they won't get slowed down to reasonable level for anyone to shoot them. This mean the drones will have to slowly chew through them. If they spawn close, webs will reduce this drastically but it's still raw EHP to grind before you can finally shoot the tower. Any chance of being overwhelmed by the added DPS will only happen in the beginning until people figure out how much of the vanilla wave you have to burn before you activate the cap gate. The cap is waiting for the first 2 room anyway so a few more minutes is boring but still just the same.

The tower self defense can also be "beaten" by not activating the cap gate until the final wave is cleared since you need to clear it anyway before you can shoot the tower. Then, ECM is a PITA but the rest are irrelevant since nothing ever shoots you when you can engage the tower.
elitatwo
Zansha Expansion
#6 - 2017-03-07 08:41:54 UTC
Speaking of rewards, does 4000 trillion per hour sound okay or is it too low?

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