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Planetary Fozzie SOV: P-FOV

Author
Valdr Auduin
Sebiestor Tribe
Minmatar Republic
#1 - 2017-06-13 19:16:46 UTC  |  Edited by: Valdr Auduin
*Scroll down to Addendum section for the tl;dr*

Term*PI Array: a Command Center and all attached infrastructure buildings

    Each system generates X Sovereignty Points
    Each planet in a system is apportioned a percentage of the system SOV
    Each Command Center can claim Y SOV from a planet
  • Capitol Center and Command Bunkers can be attached to the Command Center or upgraded from it to claim additional SOV from the planet up to the maximum the planet is apportioned
  • Multiple PI Arrays will split SOV between each other and, if the planetary SOV limit is reached, will split the Sovereignty Points proportionatly across the total claimed by all arrays on the planet.
  • (optional)A Solar Capitol Annex can be built to allow a PI Array to claim free SOV Points from nearby planets with friendly Command Centers owned by Corporation and Alliance members with a range in AU according to the building's upgrade level. The Annex does not claim all unclaimed SOV in range, but allows the array to claim up to its maximum SOV and increase that maximum from its own attribute.
  • (optional)System Administration Complexes linked to a friendly Solar Capitol Annex, i.e. built on any friendly array in range, increase the maximum SOV the array owning the Annex can claim.

  • Each PI building is given a value of HP and Staff Capacity
  • the PI is destroyed once HP hits zero, obviously, Command Centers are optionally replaced by a ruin to maintain the infrastructure and links and any player may build a new command center on the ruin to take possession of the surviving PI
  • Staff are split between two types, Operational and Security, different types of PI require different types of Operational Staff, Security Staff come in grades (Police, Garrison, Militia, Troopers, and Specialists; Specialists are further subdivided into Shock Troops, Covert Ops, and Powered Cavalry) and may be equipped with weapons, armor, and mission kit to augment their effectiveness or role- commanding higher grades of Security Staff requires proper training facilities to construct them and the appropriate leadership skill (Ground Command, Orbital Drop Command, Covert Tactics, Cavalry Tactics). Each PI building has a minimum number of Operational Staff required to run the building, any over that limit grant bonuses to the effectiveness of the building's stats or output.

  • (optional) Staff Leadership: any player may place as many Operational Staff into PI, that is, have active Operational Staff, equal to the number of corporation members *100 modified by the level of Capitol Center on each planet.

  • (optional) Defense Infrastructure: Reactors provide power (and consume fuel blocks?), Capacitors store power, Barracks and Command Bunkers house additional Security Staff, Shields provide a limited bubble of protection (power cost per unit of area increases geometrically) and can be overlapped with additional shield generators (each bubble can be simulated individually or overlapping bubbles can share the load), and Counter-Orbital Batteries will target any hostile or neutral vessel that comes within range, automatically fire on hostiles, and draw from Ammo Dumps (larger sized batteries and fighter bays capable of striking out to longer distances past orbit? custom setting on AI engagement ranges?); Shuttle Hangars, upgraded from a Launchpad function identically to Drop Shuttle Hangar modules and allow a planet to be stocked with said drone craft either to expedite orbital transfers of staff/cargo or launch raids on unfriendly PI on the same world (a remote defense option for Sovereigns who don't want to muster an OI force every time a new and unwanted industrialist drops stakes on a claimed world)

  • Orbital Interaction Process
  • Ship loads Shuttles or Pods with appropriate staff, and/or cargo in the case of Bulk Lifters, and then selects the PI building they wish to store them on, a selection menu may be implemented to sort mixed cargos to different PI buildings (expansion of routing menu?)
  • Once destination(s) to PI have been confirmed, the asset launches and travels via game-space to the appropriate point (directly via drop pods/assault shuttles, to a launchpad and then across planetary links via shuttles)
  • Shuttles and Pods may be attacked en route like any drone system by ships, drones, or Counter-Orbital Batteries; CO Batteries may not target themselves
Valdr Auduin
Sebiestor Tribe
Minmatar Republic
#2 - 2017-06-13 19:17:17 UTC
    Ground Combat Process
  • Enemy Security Staff are deployed onto a PI Array, Drop Shuttles and Bulk Lifters must deploy from a launchpad or command center, Drop Pods and Assault Shuttles may deploy onto any building including planetary links
  • Security Staff have attributes for Volume, Attack Timer Duration, and Elimination Chance, once its attack timer runs out it will target the highest priority Staff and attempt to eliminate it; Staff are either Eliminated and removed from the system or Active and unharmed
  • Target Priority is determined by both the Elimination Chance of the target and how numerous it is compared to other types of Staff, that is Staff will always attack the most numerous staff with the highest Elimination Chance and will always target Security Staff and Operational Staff with active attack timers before targeting Operational Staff in the area
  • Operational Staff also have Attack Timers and Elimination Chances, but cannot use them unless the Militia Training Skill is activated
  • Staff can only attack enemy Staff in the same building and must move via Planetary Links to reach other buildings
  • Invaders will attempt to reach and secure control of the Command Center before wiping out any remaining defending Security Staff elsewhere; once all Security Staff have been Eliminated all Operational Staff that do not possess attack timers will surrender
  • Any Operational Staff that do have active attack timers will revert to normal and surrender 1% of the time after each timer expiration if no Militia remain on the Array or until Eliminated; their primary objective will be to attack smaller groups of Invading Security Staff and secure control of any Defense Infrastructure or otherwise avoid the hostile Security Staff.
  • Operational Staff that do not have active attack timers will attempt to flee from any engagement and, if Eliminated, have a 20% chance of changing ownership to that of the invading forces capsuleer (yes, invading militia can activate captured Operational Staff and they will gain any militia skill bonuses that apply to the owner's PI Array- deploying Operationla Staff on an invasion is amusing though not recommended unless you're an Amarran roleplayer [Amarran Slave Operational Staff Type?] or very interested in taking control of defenses quickly); Operational Staff under the Invader's control will attempt to take control of any Defense Infrastructure that no longer has any defending Security Staff present and otherwise function as normal Operational Staff

  • Equipping Powered Cavalry and other Specialists
  • Specialists have Doctrine Points that allow them to equip improved weapons, extra ammunition (reduces attack timer), special ammo types (enahnces elimination chance against certain staff or armor types), reinforced armor, or special systems like shields, hostile environment suites, or mission plans that change their staff target priority or give them a different objective from capturing the command center
  • Powered Cavalry also have a Powergrid and CPU for hardmounting improved systems and weapons to their exoskeletons, in addition especially large systems can increase their Volume (exoskeletons come with a base Volume increase of +0.05, preventing them from being used in standard Drop Pods)
Valdr Auduin
Sebiestor Tribe
Minmatar Republic
#3 - 2017-06-13 19:18:07 UTC  |  Edited by: Valdr Auduin
All Assets to be Coded, Tested, and Balanced If Implemented Fully

    New Ship Systems
  • Fighter:Drop Shuttle: Volume 3000m3, Staff Capacity 50m3, allows the movement of both Operational and Security Staff from a carrying ship to and from a PI array's Command Center or Launch Pad (cannot deploy or retreive assets from a Capitol Center or Command Bunker).
  • Fighter:Assault Shuttle: Volume 3000m3, Staff Capacity 50m3, faster better shielded and armored version of Drop Shuttle with defensive weapon (requires Drop Control)
  • Fighter:Bulk Lifter: Volume 6000m3, Cargo Hold Capacity 100m3, slower, and more fragile than a pair of drop shuttles, this hauler drone is capable of carrying any sort of cargo or staff down to or up from planetary surfaces.
  • Low Slot Module:Drop Shuttle Hangar: provides 6000m3 of fighter hold capacity and two tubes
  • Drone:Drop Pod: Volume 0.3m3, Staff Capacity 0.2m3, single-use drone deployed in swarms of 500 to land Staff on a PI Array- cannot be used on Gas Planets and certain other types will do active damage to the swarm as it descends (i.e. Storm) or as it lands (i.e. Lava, Oceanic) unless the pod is a specialised variant or it deploys specialist Security Staff with the correct hostile environment equipment. The whole swarm has 5HP and a per-hit damage cap of 1HP to represent the size, velocity, and basic countermeasures preventing accurate suppression of manned pods. Typically half of the pods in a swarm should be loaded with Drop Decoys (special staff type, is destroyed if deployed on a PI array) which boost a swarm's hull points by 4% per decoy but increase signature radius by 10cm per decoy (aggro between swarms according to signature radius?).
  • [150m3 per volley of 500 pods, 50m3 per 250 Staff/Decoys, 250m3 per full swarm]
  • Drone:Heavy Drop Pod: Volume 0.5m3, Staff capacity 0.5m3, slower speed, higher signature, drop pods capable of landing only Powered Cavalry Security Staff
  • Low Slot Module:Drop Tube Battery: each battery acts similar to a fighter tube (i.e. drop pod swarms have load times, as does loading staff, etc; should it be treated like a turret, fighter tube, or drone? also how do staff load into shuttles within fighter mechanics?) and is able to launch a single swarm of drop pods at a single PI building, very long reload time requires multiple batteries to saturate an array's defenses. Drop pods require negligible bandwidth cannot change course once launched, and scuttle once landed, so their bandwidth is not tracked or required- a single swarm is counted as one drone.

  • New Skills
    [Police Security Staff are available without any skill training and Garrison Security Staff become available with skill training complete in Leadership Level 2, all skills below require the listed heading skill at Level 2 to begin training]
  • Leadership:Ground Command (increases elimination chance of all Security Staff, unlocks Troopers, Drop Command, Defense Doctrine, Assault Tactics, Suppression Tactics, Anti-Armor Tactics, and Militia Command)
  • Leadership:Assassination (1% chance per level for a Covert Ops specialist to target Operational Staff instead of Security Staff on each attack timer, unlocks Covert Ops Specialists)
  • Leadership:Cavalry Tactics (2% chance per level for Powered Cavalry to ignore elimination, unlocks Powered Cavalry Specialists)
  • Leadership:Defense Doctrine (1% chance per level for any Staff to ignore elimination)
  • Leadership:Assault Tactics (1% chance per level for Troopers, Shock Troops Specialists, and Powered Cavalry Specialists to eliminate two Staff on a successful elimination)
  • Leadership:Suppression Tactics (0.2% chance per level for any Garrison, Militia, Trooper, or Specialist Security Staff to reset all enemy attack timers in the same building on a successful elimination)
  • Leadership:Anti-Armor Tactics (2% bonus per level for any Security Staff attempting to eliminate a Powered Cavalry Specialist)
  • Command Center Upgrades:Militia Training (2% chance per level that an Operational Staff gains an attack timer when any friendly Militia successfully eliminates an enemy, unlocks Militia Security Staff, Militia Cache, and Militia Command)
  • Command center Upgrades:Militia Cache (increases the elimination chance of all Operational Staff)
  • Leadership:Militia Command (increases the elimination chance of all Operational Staff, Police, Garrison, and Militia Security Staff)
  • Leadership:Drop Command (increase elimination chance of all Specialists, unlocks Shock Troop Specialists, Drop Pods, Drop Tube Batteries, Assassination, and Cavalry Tactics)
  • Drones:Drop Logistics (speeds up reload time of Drop Tube Battery)
  • Fighters:Drop Control (increase bandwidth of Drop Shuttle Hangar, unlocks Assault shuttles and Bulk Lifters)
  • Fighters:Fighter Hangar Maintainance (speeds up fighter hangar repair)
  • Fighters:Fighter Launch Protocol (speeds up launch/load/recover times)
  • Fighters:Fighter Deck Refueling (speeds up fighter refueling while overheated, 10% chance [-1.5% per level] fighter and hangar suffers damage at start and end of refuling timer while Deck Refuling is active)
  • Customs Code Expertise:Economy Class Busing (bonus to Staff Capacity of Drop Shuttles)

  • Potential New PI Buildings
  • Capitol Center (upgrade/attachment to Command Center)
  • Command Bunker (upgrade/attachment to Command Center)
  • Solar Capitol Annex
  • System Administration Annex
  • Planetary Reactor
  • Capacitor Grid
  • Barracks
  • Shield Generator
  • Counter-Orbital Battery
  • Ammo Dump
  • Shuttle Hangar (upgrade to Launchpad)

  • New Ship Type
  • Troop Hauler/Troop Freighter: an industrial or freighter with specialised holds to carry staff and bonuses to drop pods and shuttle hangar operations.
Valdr Auduin
Sebiestor Tribe
Minmatar Republic
#4 - 2017-06-13 19:18:54 UTC  |  Edited by: Valdr Auduin
Notes, Math, Etc

Volume of one person: 0.1m^3 rough estimate of a 95kg person being equal to 95 liters, 0.2m3 accounting for personal space and basic gear [50 persons per shuttle, estimate 50 persons per 10m3 and a sub-warp-only shuttle being reduced in volume to 2000m3 and a squadron of 5 shuttles being able to transport a single 250-man unit] 10,000m3 volume of a shuttle to hold 50m3 of cargo? Using the Wreath with L5 Minmatar Industrial bonus a similarly sized hauler should be able to hold 160m3, 80m3 at 5000m3, the size of a basic shuttle. Justify 50m3 of Staff Capacity on a "shuttle drone" with an assembled volume of 3103.448m3, increase to 3500m3 to account for disparity of scale; troop shuttles of this size should reasonably be able to carry 250 units of staff plus basic gear before any skill bonuses for Orbital Interaction ("Economy Class Busing"?). Shuttle without MWDs or full warp capacity, i.e. normal drives only, can receive further discount of volume- 3000m3?

Fitting Limits on Modules? Disinclined to Acquiesce; these modules thematically belong as much on frigates as they do on battleships, industrials, and freighters; furthermore fitting them reduces the slots that can be dedicated to PvP and hamper the combat fitness of whatever should mount it. Where abuse might arise in the case of freighters using shuttle hangars to mount fighters and outperforming a carrier with six tubes they lack the staying power, defenses, and hangar capacity to make much use out of that utility let alone fit six full squadrons for a single launch (work needs doing to analyse the impact of carrier classes mounting these for bonus tube capacity, most likely prevent carriers/supercarriers/titans from mounting these, but not drop pod batteries, though seeing a super-cheese 'alpha-wave' carrier build attempt PvP with excess tubes would be amusing). Where any ship might abuse their low slots to mass a large array of drop pod batteries, their limited troop capacity compared to a defending force many times stronger [and I assume staff for even a small array would number in the hundreds with enough capacity to house several thousand while a fully upgraded array would represent the population of several hundreds of thousands to several million, most of which being excess operational staff and abundant security staff] would still require multiple volleys of pods and assume that they will arrive unscathed on the target array. A Charon might be able to haul goods [slowly, at 300m3 per trip, it would be more efficient to have an industrial mass-fit bulk lifters and bring several loads to a station with a charon berthed there] from the surface or reinforce troops 23.5/7 if no hostile defenses are present while a Tayra or a squadron of them might spearhead a landing force with ortillery support from frigates and destroyers, but alone each one might only harass a single PI Array until chased off or destroyed. That said, fitting a large number should still be a feat and each cycle of pods or shuttles should represent several long minutes, and thus ground combat ticks, of waiting, perhaps several dozen [this is planetary invasion after all] and Staff should be expensive enough that their loss is felt on either side of the fence, Security staff even more so [I'm not averse to Operational Staff costing tens of thousands of isk each and mid to high level Security Staff several hundred thousand to nearly a half-billion isk in the case of Specialists with the equivalent of T2 fits- we want to see them deployed sparingly and lower tiers used frequently]
Valdr Auduin
Sebiestor Tribe
Minmatar Republic
#5 - 2017-06-13 19:22:45 UTC  |  Edited by: Valdr Auduin
Addendum

These are just my thoughts on what could be played with to make the current sovereignty system more accessible and interactive across all tiers of play based on hearing complaints of veterans and reading up on the system itself. My soundingboard veteran raised the issue that this type of rework to SOV would require more industrial activity for alliances and if any of you are on, I'd like a more detailed explanation on that complaint.


    TL;DR - By Popular Demand
  • Planets create SOV
  • All PI Command Centers claim Planet SOV
  • Whoever has the most Planet SOV in a System holds the System's Sovereignty
  • Orbital Bombarment destroys PI and frees up SOV to claim
  • Entosis spinning is replaced by Orbital Interface (OI)
  • OI consists of deploying "Security Staff" onto PI you want to capture
  • Defending and Invading Security Staff resolve attack cycles until one side is defeated or driven off
  • New Modules allow deployment of Security Staff by drone shuttle or drop pods

    Entosis Spinning now involves three elements:
  • getting close enough to fire S Orbital Ammo, preventing attackers from doing so, or firing on your own PI to cut off routes to your Command Center
  • deploying waves of troops to the planet or intercepting their drone landing craft
  • and reinforcing troops on the ground via the same drone mechanics
Dark Lord Trump
Infinite Point
Pandemic Horde
#6 - 2017-06-13 21:19:38 UTC
tl;dr.

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

Valdr Auduin
Sebiestor Tribe
Minmatar Republic
#7 - 2017-06-13 22:14:47 UTC
Dark Lord Trump wrote:
tl;dr.

Don't get into game development, this is just the rough draft of a high concept, it only gets worse.
Blade Darth
Room for Improvement
Good Sax
#8 - 2017-06-13 22:47:15 UTC
Saved in the "read while severely constipated" folder.
"police security staff" and "troop transport", I hope Project Legion gets integrated into EvE somehow.....


Send it directly to Fozzie via twitter in 140 letter packages over the next 2 years? Big smile
Or to CSM member that's into PI. If we have one.
Zimmer Jones
Aliastra
Gallente Federation
#9 - 2017-06-14 12:52:42 UTC
Capsuleer consider planets to be things for other, lesser people. Why would control of space be dictated by something as frail as a planet.

Sov via RTS and mind numbing PI? Not sure what games you've worked on but I bet they haven't sold well in the app store.
Spreadsheets in space, not tower defence on cell phones.

Use the force without consent and the court wont acquit you even if you are a card carryin', robe wearin' Jedi.

mkint
#10 - 2017-06-14 14:15:32 UTC
Valdr Auduin wrote:
Dark Lord Trump wrote:
tl;dr.

Don't get into game development, this is just the rough draft of a high concept, it only gets worse.

You haven't demonstrated it's worth reading. But based on the title, I assume you want to make sov tied to PI. There are lots of reasons why that's a bad idea.

Maxim 6. If violence wasn’t your last resort, you failed to resort to enough of it.

Old Pervert
Perkone
Caldari State
#11 - 2017-06-14 16:18:11 UTC
Dark Lord Trump wrote:
tl;dr.

But more importantly... why?

Wanding SOV is tedious already. There's exactly zero reasons to make it more tedious.
Nevyn Auscent
Broke Sauce
#12 - 2017-06-14 20:04:54 UTC
So, POS Sov but with PI instead?
Valdr Auduin
Sebiestor Tribe
Minmatar Republic
#13 - 2017-06-15 12:15:11 UTC
Nevyn Auscent wrote:
So, POS Sov but with PI instead?

I figured blowing up/stealing somebody's PI for SOV was more interesting than spinning on Entosis.
BiBaBumm
Deep Core Mining Inc.
Caldari State
#14 - 2017-06-16 07:49:42 UTC
Wall of text, didn´t read
Nevyn Auscent
Broke Sauce
#15 - 2017-06-16 08:14:32 UTC
Valdr Auduin wrote:

I figured blowing up/stealing somebody's PI for SOV was more interesting than spinning on Entosis.

This is literally the system we had for Sov 2 systems ago, except it was POS instead of PI. Then we had Outpost/Ihub sov, and now we have Entosis sov.
So your idea brings us basically back full circle.
Valdr Auduin
Sebiestor Tribe
Minmatar Republic
#16 - 2017-06-16 14:17:42 UTC  |  Edited by: Valdr Auduin
Nevyn Auscent wrote:
Valdr Auduin wrote:

I figured blowing up/stealing somebody's PI for SOV was more interesting than spinning on Entosis.

This is literally the system we had for Sov 2 systems ago, except it was POS instead of PI. Then we had Outpost/Ihub sov, and now we have Entosis sov.
So your idea brings us basically back full circle.

So are you saying it'd be better? or worse?

ED: TL;DR added
ED2: footnotes, minor type-fixes, ground-based hangars