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Small-Gang PVP, Combat-in-Warp, Sovereignty Warfare Changes, and Other Grand Ideas

Author
Xandralkus
Caldari Provisions
Caldari State
#1 - 2012-01-14 08:51:16 UTC  |  Edited by: Xandralkus
Bear with me, this may turn into a mega-threadnaught.

Currently, one huge problem with Nullsec is the lack of any sort of truly meaningful, small-scale PvP. The gameplay mechanics, as they stand now, overwhelmingly mandate that the largest blob wins. From a pure hardware perspective, CCP has created a strange incentive for players to overburden the servers to the point of atrocious lag. This seems a little backwards to me.

I'm not saying blobs should not exist. There should be times when huge numbers of players get together and discharge massive amounts of ordinance into one another - such as a particularly important POS-bash.

That being said, I've come up with a few ideas for increasing the importance of small-gang PvP in sovereignty warfare. Granted, I've never actually participated in sovereignty warfare, primarily because I never found it interesting. Sov warfare should be fun for its participants - not merely the corp CEO's and fleet commanders.

Firstly, gatecamps. These are a fundamental problem both for people trying to camp a gate, and for people trying to travel between systems. Let's face it, if you are camping a gate, then you actually have to sit and wait by the gate until something comes through. Not to mention, gatecamps make travelling about nullsec (without cynos or bridging) nightmarishly challenging.

And so, I present my solution: Combat in Warp.

Combat in Warp would need to bring a whole new array of game mechanics into consideration, since the general method of PvP and piracy would shift from "Tackle and stop them from warping" to "Chase them down" (Interdictors would be the exception here, and would still allow for conventional tackling and bubbling as we know it today).

Firstly, when a ship begins to warp away, it will need to leave a "Warp Trail", at the point which it begins charging its warp drives. This will be an item that appears on the overview. Clicking on this warp trail will bring up the "Pursue to Destination" command (in place of 'warp to'), and the "Intercept in Warp" command (in place of dock/jump). Yes, I do have ideas of how to prevent ships from infinitely warping around and accomplishing nothing, but more on that later.

The reason the warp trail is generated as soon as the target begins trying to warp is quite simple - the pursuer could align and charge their warp drives as well, and follow the target in warp without ever untargeting them.

Pursue to Destination will warp the pursuer to the target's destination as quickly as possible. Just like the 'warp to' command, a variety of ranges will be available for this, and the pursuer could even set a default range of their own choosing. Intercept in Warp is similar, but instead of flying past the target and waiting for them at their destination (assuming they are faster), this will slow them down once they reach the target, and match their in-warp speed.

If the pursuer is slower than the target they are pursuing, then they will simply arrive after the target does. If the target warps off before then, then there will be another warp trail, ready to be followed.

Obviously, warp speed would become a very important mechanic - as would warp acceleration (which happens very slowly, at present). Equally important would be a mechanic designed to limit the frequency of warping: a warp drive capacitor, solely responsible for operating the ship's warp drive. A minimum energy consumption would be mandatory, otherwise extremely short warp distances could allow people to warp almost without limit. Once this reserve is depleted, it must recharge. More on warp drive extenders and rechargers later.

Current warp scramblers and warp disruptors could still remain useful and viable in PvP, but they would need to be altered significantly. A Warp Disruptor, for example, could increase the amount of warp capacitor needed to initiate warp. Scramblers could act as pseudo-neutralizers, slowing, halting, or even outright draining a target's warp capacitor.

(On the note of warp scramblers, I'm not completely sure if the MWD-shutoff functionality should stay or not. This really seems more aptly suited to become a stasis webifier script, in my opinion.)

The warp trail itself will need to have a finite lifetime, for very obvious reasons - but this will, of course, be dependent on the size of ship. A frigate's warp trail may only last 20 seconds or so before disappearing, whereas a capital ship's may last for a few minutes. Tying the warp trail duration to the signature radius of the ship seems like a sensible enough solution.

Fear not, tacklers - the same things that make interceptors and frigates good tacklers currently will still make them good pursuers for tracking and slowing down enemy ships. Namely, high speed and agility (in warp). Their fundamental role will not change drastically at all.

Now onto the really intricate part - warp drive customization. This alone will probably be so complicated, it will likely need its own tab on the fitting window. Having high / mid / low slot modules affect the warp drive simply will not work.

Think about it, in order for a high / mid / low slot warp core mod to be worthwhile, even a single module would have to massively boost the warp drive stat(s) of a ship - and that kind of hard division between 'combat' and 'pursuit / travel' ship should not occur. It will make travel-fits completely uncatchable, and combat ships completely powerless against anything with even a single warp drive mod. Or, far more likely (if these mods were high / mid / low slot modules), they would be only situationally useful.

This seperate tab of the fitting window will contain dozens (maybe more) of warp core module slots. This way, warpdrive-slot modules can be purchased and installed seperately from high / mid / low modules. A mechanic such as 'Warpdrive Capacity' could be used, analogous to CPU and powergrid.

Continued Arrow

Eve UI wouldn't suck if CCP allowed UI addons.

Xandralkus
Caldari Provisions
Caldari State
#2 - 2012-01-14 09:43:55 UTC  |  Edited by: Xandralkus
This system offers untold permutations of warp accelerators, warp boosters, warp extenders, warp rechargers, warp trail dispersers, and the like. Modifications could even be implemented that reduce CPU and powergrid output by a certain percentage, and in return, grant more warpdrive capacity so that more modules can be installed (or better ones can be installed). Warpdrive modules could even be implemented that offer large boosts to, say, warp drive speed, while significantly penalizing the warp trail dispersion rate.

Most cosmic of all, an interdiction nullifier could be introduced, and mounted on any ship - given that it requires a massive amount of warpdrive capacity to mount. Of course, this would sacrifice its capability to chase down or evade ships in more conventional combat.

In order to make ships of various sizes competitive in chasing down enemy ships, some high / mid / low slot modules could be introduced that grant more warpdrive capacity and more warpdrive slots - something akin to the 1MN, 10MN, and 100MN system for frigates, cruisers/battlecruisers, and battleships. Thus, chasing down a cruiser with a battleship isn't outside of the realm of possibility.

As an additional idea...afterburners and microwarpdrives could be usable in-warp. Specifically, afterburners could give a significant boost to warp acceleration, and microwarpdrives could grant a boost to warp speed (since the MWD is the more fitting-intensive module, it should probably grant the more useful bonus). Using these when in-warp would draw from the warp capacitor rather than the normal capacitor.

Combat-in-warp, by itself, would probably trigger much more small-gang PvP - with ships able to maneuver around the star system more freely, there would be fewer incentives for players to summon spectacularly massive blobs of ships. Both attackers and defenders would become much less centralized in soverignty warfare, and blob tactics are essentially the epitome of overcentralized warfare.

There you have it. Travel fits become a matter of increasing warp drive endurance and speed, to the point where you outlast your pursuers - or by sprint-warping as quickly as possible until the pursuer loses the warp trail. Obviously, the navigation section of the skill list would need to grow substantially, as all of the warp drive stats of a ship could also be skill-dependent.

However, for optimum small-gang PvP, and in order to make nullsec ultimately more appealing to small corporations and small-gang PvPers, a couple other things should be considered...

Earlier, I mentioned the problem of gatecamps - and now, I present the solution to it (and hopefully, it should make all except the most hardcore gatecampers happy) - ships arriving in system from another gate appear at random points scattered through the solar system. Each one generates a Stargate Cynosural Field (lasting about 30 seconds), to which anyone in the system can warp to. This provides the means for anyone, anywhere in the system, to warp to someone who has just arrived in the system. This means that defensive forces can do something OTHER than waste time sitting at a gate, and simply start chasing down prey when the gate cynos pop up.

I am surprised that CCP has even designed mechanics that allow for such camping, since spawncamping is a tactic so regularly frowned upon in the gaming world. And I must admit, it seems more than just slightly carebear-ish for large corporations and alliances to so readily rely on gatecamps to safeguard themselves. Nullsec needs to be a place where anyone, at any time, can ruin someone's day. It should actually be ZERO security.

Another idea, proposed time and time again - Cyno mass limits. They need to happen. If for some reason an alliance actually wants a hundred capitals on-grid at once, then they should not merely get to flood the battlefield with them, unless they brought ample cynosural field generators.

TLDR: Combat in warp > point & tackle. More fun.

Eve UI wouldn't suck if CCP allowed UI addons.

Xandralkus
Caldari Provisions
Caldari State
#3 - 2012-01-16 21:06:18 UTC
Reserved for more text

Eve UI wouldn't suck if CCP allowed UI addons.

Xandralkus
Caldari Provisions
Caldari State
#4 - 2012-01-24 00:15:12 UTC
Bump

Eve UI wouldn't suck if CCP allowed UI addons.

Gizznitt Malikite
Agony Unleashed
Agony Empire
#5 - 2012-01-24 00:44:13 UTC
where to begin:

1.) While having the option to pursue ships warping away, I don't think your suggested alterations for warp disruptors and scramblers are at all an improvement over the current system. Rather, I think it limits the functionality of using frigate hulls to tackle stuff.

2.) Having a "spawn location" as you put it, for traveling through a gate has ENORMOUS benefits to both those coming into system, and defending the system. Do you understand the consequences to an incoming gang if all their members randomly spawn through the system?? You destroy the cohesiveness of a gang with every jump!!

3.) Traveling through nullsec is not as crazy hard as you imply. I wonder how much you've actually done it. Additionally, Jump Portals (BO and Titan) and WH's are already common tools used to get around gate camps.

4.) Your proposal instantly destroys safe-spots and cloaking. As you can just follow a person's warp trail to their destination!

5.) I don't see how your proposal helps Small-gang PvP. Yes, small ships will be better at following ships into warp, but once they snag the target the blob will still land and destroy them! I don't see any benefits or incentives for people to stick to small groups, nor does this create any real targets best suited for small groups.

6.) How is sov tied into this? Realize Titan Bridging is used to enter a battle as much as gates... and now titan bridges have much, much more power, as a gang can stick together when it enters a system.

7.) How is this making a role for small gangs in the sov game?
Amaroq Dricaldari
Ministry of War
Amarr Empire
#6 - 2012-01-24 01:10:32 UTC  |  Edited by: Amaroq Dricaldari
+0.5 (I half-support it)

Suggestions:

----- Skills -----


- Warp Trail Detection (Skill): Required for tracking a target's Warp Trail

- Warp Trail Masking (Skill): Makes it harder to follow your Warp Trail. Required for Warp Trail Destabilizers.

- Warp Combat (Skill): Heavily recommended for actually fighting in warp

----- Actions and Gameplay Mechanics -----


- Warp Dropout (action): By pressing a certain button, it will cause your ship to drop out of warp prematurely.

- Warp Speed Adjustment (action): Allows you to change your speed while in warp in increments of 0.25 AU per Second. The maximum Warp Speed would be determined by your ship, rigs, and skills.

- Warp Trail Deterioration (gameplay mechanic): Overtime your Warp Trail will become weaker and harder to follow and/or track.

- Warp Pursuit restricted to certain ship types (balancing): Only certain ship classes could pursue a Warp Trail. It would be impossible to do while cloaked.

----- Modules -----


- Warp Trail Destabilizer (module): This module could be fitted to a ship to make its Warp Trail weaker and harder to detect. Warp Trail Destabilization would be seperate from Warp Coil Stabilization. In the former, you're daming your Warp Trail by creating interference, while in the other you're compensating for interference in your Warp Coil.

- Self-Interdiction-Pulse-Arrary (module): This module could be fitted to a ship and activated while in warp. When in use, it can slow down pursuers, but it can also risk damage to your warp capacitor. You can call it a SIPA for short.

This is my signature. There are many like it, but this one is mine.

Gizznitt Malikite
Agony Unleashed
Agony Empire
#7 - 2012-01-24 01:24:55 UTC
Amaroq Dricaldari wrote:
+0.5 (I half-support it)

Suggestions:

- Warp Dropout (action): By pressing a certain button, it will cause your ship to drop out of warp prematurely.

- Warp Pursuit restricted to certain ship types (balancing): Only certain ship classes could pursue a Warp Trail. It would be impossible to do while cloaked.


Warp Dropout?? --> Is that a bubble on scan.. I'll just drop out of warp so I don't land in it...
Warp Pursuit?? --> What exactly is this balancing??

Xandralkus wrote:

Most cosmic of all, an interdiction nullifier could be introduced, and mounted on any ship - given that it requires a massive amount of warpdrive capacity to mount. Of course, this would sacrifice its capability to chase down or evade ships in more conventional combat.


OMG NNNNNNNOOOOOOOO..... Interdiction nullifiers are already OP, and the only thing that limits them are the fact they gimp the effectiveness of very expensive ships!

IMO, this idea just doesn't work....Not to mention it, it doesn't boost small gang warfare, has nothing to do with Sov warfare,and turns most PvP encounters into a cat & mouse game.
Amaroq Dricaldari
Ministry of War
Amarr Empire
#8 - 2012-01-24 03:20:24 UTC
Gizznitt Malikite wrote:
Amaroq Dricaldari wrote:
+0.5 (I half-support it)

Suggestions:

- Warp Dropout (action): By pressing a certain button, it will cause your ship to drop out of warp prematurely.

- Warp Pursuit restricted to certain ship types (balancing): Only certain ship classes could pursue a Warp Trail. It would be impossible to do while cloaked.


Warp Dropout?? --> Is that a bubble on scan.. I'll just drop out of warp so I don't land in it...
Warp Pursuit?? --> What exactly is this balancing??


Warp Dropout isn't for avoiding Interdiction Bubbles or anything like that. It is simply an action you can do. Be it for making possible pursuers overshoot you (if they are going faster than you) to prevent them from discovering Safespots, or simply using it to find new places to make safespots. The list of applications goes on.

Warp Pursuit: Only certain types of ships would be able to pursure others. This is balancing in itself because it might reduce the chance of people abusing it, and since most of the ship classes I am referring to often have High Warp Speeds, you could stop mid-warp if they were going faster than you so that they would overshoot you, and you could warp elsewhere. The use of modules such as Warp Trail Destabilizers could help.

This is my signature. There are many like it, but this one is mine.

Gizznitt Malikite
Agony Unleashed
Agony Empire
#9 - 2012-01-24 04:32:46 UTC
Amaroq Dricaldari wrote:

Warp Dropout isn't for avoiding Interdiction Bubbles or anything like that. It is simply an action you can do. Be it for making possible pursuers overshoot you (if they are going faster than you) to prevent them from discovering Safespots, or simply using it to find new places to make safespots. The list of applications goes on.

Warp Pursuit: Only certain types of ships would be able to pursure others. This is balancing in itself because it might reduce the chance of people abusing it, and since most of the ship classes I am referring to often have High Warp Speeds, you could stop mid-warp if they were going faster than you so that they would overshoot you, and you could warp elsewhere. The use of modules such as Warp Trail Destabilizers could help.


I understood your mechanics; I don't think you understood my questions. Let me spell this out:

IMO, Warp Dropout is a BAD IDEA!!! If you naively warp to a gate, and someone setup a bubble to drag your precious away from the gate and gank it... YOU SHOULD LOSE YOUR SHIP. None of this craptastic "I'll push a button and be safe now" idiocy. All this mechanic does is reward lazy pilots that don't use scouts, don't bother to use tacs, ignore intel, and fly carelessly when neutrals/reds are in local. How is your concept even remotely in the spirit of the game?? It's nothing but a "get out of a jail free card!!"

Additionally, I think your Warp Pursuit concept is also FAIL. Playing along with the op's imperfect ideas, you're suggesting an additional mechanic to further keep your ship safe. You want to limit who can chase you??? Really?? What exactly does this balance, beyond the losses some dimwit experiences when flying their ship through dangerous space??

Let me also spell out big issues with the Op:
Quote:
Currently, one huge problem with Nullsec is the lack of any sort of truly meaningful, small-scale PvP.

1.) This suggestion does NOTHING to add significance to small-scale PvP. Instead, it ONLY provides a bunch of chase mechanics which have some interesting subtleties, but create more problems than they solve. Namely, they make tackling a ship unnecessarily difficult. Additionally, it pretty much transforms small skirmishes from being an on-grid activity where weapon range, ship agility, remote reps, ewar, all matter, and instead transform it into a strung out cat-n-mouse chase that negates the tactical value of the aforementioned concepts.
Quote:
Gatecamps are a fundamental problem

2.) No, gatecamps are NOT a fundamental problem! Additonally, the Ops suggestion for random spawning in system breaks a lot more game paradigms than gate camps. Its not a good idea.
Quote:
Nullsec needs to be a place where anyone, at any time, can ruin someone's day.

3.) The op should look into changes to local chat & intel tools then, and not fundamentally nerf tackling ships.
Xandralkus
Caldari Provisions
Caldari State
#10 - 2012-01-24 10:01:04 UTC  |  Edited by: Xandralkus
I believe that warp scramblers and disruptors shouldn't be removed from the game completely in lieu of combat-in-warp, or else the entire point of tackling would just...go away. Removing an entire role of ship would cause deep gameplay problems and serious economic consequences (frigates becoming near-useless, and interceptor bonuses becoming completely obsolete). This is why I believe that they should still remain as useful tackling modules, and interfere with the ability of a target to initiate warp.

Both draining the warp capacitor and increasing the amount of warp capacitor needed to initiate warp would greatly impede the ability of a target to warp away - maybe not enough to stop them from warping on the first warp, but probably on the second or third warp (although dedicated ships with numerous tackling modules might show up, with this purpose in mind).

The idea for gate-based random spawn in is purely to help decentralize warfare. It is this decentralization that is intended to break up large gangs into numerous smaller gangs.

Travelling through nullsec is indeed challenging when you do not have access to black ops or titan bridging.

While combat-in-warp does reduce the importance of safespots, the primary method by which one (might) evade attackers is by warping quickly and repeatedly. The warp trail disappears after a finite amount of time (discernable by skills, of course). If your warp trail lasts 45 seconds and your pursuer is fifteen seconds slower to your destination than you are, then by your third jump, they no longer have a warp trail they can follow.

Warping and cloaking may work, assuming that your pursuer does not pass within 2000 meters of you upon warp-in. Ultimately, this should NOT be a consistent and reliable method of evading pursuers. Ideally, I'd favor a delay for cloaking upon warp exit, but other workarounds may exist. Ships warping while cloaked (with a covert ops cloak) would obviously not leave a detectable warp trail.

Warp dropout...really seems too much like a 'press here to evade 99.9% of all pursuit' button. If it leaves a followable warp trail at your destination for the pursuer that overshoots you, then it could work - but it really just seems like an overwhelmingly unnecessary feature. Obviously, the 'escape interdictor' exploit would need to be resolved - perhaps by interdictors negating warp dropout ability?

Warp speed adjustment sounds nice, but in order for it to actually be a viable tactic, reducing your speed would have to carry some sort of tangible advantage - perhaps diminishing returns for warp speed as compared to warp capacitor need for initiating warp?

I do disagree that only certain ships would be able to pursue a warp trail. Combat-in-warp is intended to replace conventional tackling (which supports larger and larger concentrations of ships on-grid, because current tackling disallows ships from leaving the grid). If only specialized ships were able to do this, then it would become near-impossible to stop anyone without such a specialized ship. Combat-in-warp is supposed to be a pirate-friendly alternative to conventional tackling.

I like the idea of the Interdiction Pulse Array - slowing down pursuing ships' warp speed. Obviously this would need to have a high capacitor or warp capacitor cost (on par with a microwarpdrive).

The interdiction nullifier mountable to all ships is only a secondary idea - since the primary method for stopping ships would be combat-in-warp as opposed to conventional tackling, the interdiction nullifier would severely gimp the ability of a ship to evade the more common combat-in-warp. It would really be a niche fitting - and really may not be necessary or useful at all.

Decentralizing sovereignty warfare and making PvP more of a cat-and-mouse game is the entire point of combat-in-warp.

Imagine the intensity of combat when you can outrun the pair of battleships that have been chasing you for a couple warps, but you've got to wait for your drives to recharge, because their tackler chased you down, scrammed you, and drained your warp capacitor before your drones could kill him. Time for tankage. Cool

Ship agility, ewar, remote reps, and the like would all remain crucial components of Eve - even with combat-in-warp. More than one ship could pursue a warp trail, and all of the conventional intricacies of ewar, transversal velocity, agility, and the like would remain unchanged with combat-in-warp. Inside of a warp tunnel, the ship would still maneuver, fly, and shoot just as it would outside of warp. The only real change would be purely graphical - the ship models' noses would appear to be pointed toward the destination.

I tend to think of the overall role and effectiveness of tackling ships with the combat-in-warp scheme as only very slightly diminished. It is possible to resist against tackling attempts with things such as warp extenders and warp rechargers, but even so, these will not provide invulnerability against tacklers. Tackling would still be a viable and essential function of a fleet, but there would be much more depth to it than 'get within X distance, put module online'.

Honestly, it seems to me that sometime during Eve's development, CCP realized that people would warp off in PvP if they were losing, and this would make killing people virtually impossible. Then, someone said something along the lines of: "Oh, we can code in modules that stop people from warping off once they're targeted." It was a quick, easy, and cheap solution to what would have otherwise been a game-breaking problem. Maybe when Eve first launched, they didn't have the capability to code in such incredibly ambitious gameplay mechanics.

Fortunately, both Crucible and Incarna showed us that staggeringly massive and ambitious undertakings are not outside of the realm of possibility for the CCP dev team.

Eve UI wouldn't suck if CCP allowed UI addons.

Morgan North
Dark-Rising
Wrecking Machine.
#11 - 2012-01-24 10:59:16 UTC
I liked the idea of Warp Scramblers/Warp disruptors affecting the need-for cap to initiate warp instead of disrupting it completly.

I'd base it around a formula:

(Warp strenght of Disruptor - Warp strenght of Scrammed vessel) = Cap initiating multiplier

Cap to start warp = Regular cap (As is now) * Cap initiating multiplier in GJ

Follow Destination is also interesting and in many way we do that already by eye balling the target's heading and warp off. Combat in warp is probably not a good idea, since your ship disables its guns there for a reason. I'd rather it being "follow destination" simply put, where your ship aligns and follows the target's path, and arrives there. Sadly that'd make interceptors overpowered.

Unless the window was exceedingly small like:

Time to permit following = mass * Target's Scrammed Warp Strenght (reducing it actually helps and makes i harder to follow) * a modifiying number in seconds, for an average of 1 to 10 seconds. But 10 seconds is a long time and there's no way of preventing a pursuer from reaching you, unless they randomly land within grid range, but already farther than 100km, making interceptors having just enough time to catch up. However, this could be used to pursue an individual indefinitly, so I'd simply suggest that Follow destination spend a lot of cap (and the amount of cap could actually determine how well you land on grid).
Amaroq Dricaldari
Ministry of War
Amarr Empire
#12 - 2012-01-26 00:19:35 UTC
Bump

This is my signature. There are many like it, but this one is mine.

Amaroq Dricaldari
Ministry of War
Amarr Empire
#13 - 2012-01-26 01:22:50 UTC  |  Edited by: Amaroq Dricaldari
Gizznitt Malikite wrote:
Amaroq Dricaldari wrote:

Warp Dropout isn't for avoiding Interdiction Bubbles or anything like that. It is simply an action you can do. Be it for making possible pursuers overshoot you (if they are going faster than you) to prevent them from discovering Safespots, or simply using it to find new places to make safespots. The list of applications goes on.

Warp Pursuit: Only certain types of ships would be able to pursure others. This is balancing in itself because it might reduce the chance of people abusing it, and since most of the ship classes I am referring to often have High Warp Speeds, you could stop mid-warp if they were going faster than you so that they would overshoot you, and you could warp elsewhere. The use of modules such as Warp Trail Destabilizers could help.


I understood your mechanics; I don't think you understood my questions. Let me spell this out:

IMO, Warp Dropout is a BAD IDEA!!! If you naively warp to a gate, and someone setup a bubble to drag your precious away from the gate and gank it... YOU SHOULD LOSE YOUR SHIP. None of this craptastic "I'll push a button and be safe now" idiocy. All this mechanic does is reward lazy pilots that don't use scouts, don't bother to use tacs, ignore intel, and fly carelessly when neutrals/reds are in local. How is your concept even remotely in the spirit of the game?? It's nothing but a "get out of a jail free card!!"

Additionally, I think your Warp Pursuit concept is also FAIL. Playing along with the op's imperfect ideas, you're suggesting an additional mechanic to further keep your ship safe. You want to limit who can chase you??? Really?? What exactly does this balance, beyond the losses some dimwit experiences when flying their ship through dangerous space??


The Warp Dropout is an idea people wanted for a very long time. And things like Warp Pursuit would be the perfect kind of scenario for using something like that. It would make it easier for people with Higher Warp Speeds to overshoot you on accident.

As for the pursuit limiting, it would reduce the chances of enemies discovering sweetspots, which I believe is something you were complaining about earlier.

If you want, I can make it like this:

Instead of limiting what types of ships can pursue a Warp Trail, I would make it so that certain classes would be penalized, that way you could still chase someone using something like a Destroyer, but you couldn't do it as easily as someone in something similiar to an Interceptor or Covert Ops or something like that.

This is my signature. There are many like it, but this one is mine.

Misanth
RABBLE RABBLE RABBLE
#14 - 2012-01-26 06:13:49 UTC  |  Edited by: Misanth
OP, I applaud your initiative, but here's some better solutions:

* Boost belt ratting and mining in null BY ALOT.

* Nerf upgraded systems to hell and back, remove the crappy blob-fortresses-of-anomaly-and-jumpbridged-cynojammer-systems. Spread people out, remember how it used to be bad to sit in same systems as other people as you stole rats (or ore) from eachother..

* Nerf highsec combat income, i.e. missions and incursions. Low- and null already got good missioning, and incursions in low is pretty decent, perhaps a slight boost to nullsec incursions would be in place but that's all.

* Remove jumpbridges, completely. This is a nobrainer. Not only do jumpbridges help players blob to hell and back, it also slows down roaming PvPers by alot. The defenders will be so much quicker. It used to be enough that they had intel channels, stations and POS', the jumpbridges are unecessary and a massive overkill.

* Remove jumpbridges, completely. This is a nobrainer. Not only do jumpbridges ruin PvP, this is also a major boost when it comes to capital and supercapital production.

* Remove jumpbridges, completely. This is a nobrainer. Not only are Titans already powerful enough as is, they don't need a tool to promote blobbing as well.

* Remove Jumpfreighters, completely. Yah, it was a ***** to do the freighter escorts when we hauled our goods out, but today we have capitals, and with a boost to mining and beltratting, with PI, etc, the needs to haul materials to null should be very limited (plus, with no upgrade-fortresses and moon mineral balance, the only reason you'd need to haul out goods would be to put it on market or fuel your personal POS - either which is optional gameplay).

* Make highend mineral purely drop from nullsec mining, and give those minerals a massive size (to balance this, perhaps give the exhumers a specific ore bay so they can carry more of it). Noone should be able to get highend minerals from reprocessing, and noone should be able to JF-jump materials (or modules) for (super-)cap production. That should purely come from the local mining. This'd be a major boost to mining as a whole, but also give more targets for roaming PvPers, and a reason for the locals to help defend their industrialists (like we used to do. Most respected PvP corps back then also had BPO's or industrial backbones, remember?). It'd also limit the super production a bit.

* Let alchemy or some other sub-profession create all moon minerals. Just like invention can balance up the t2 production.

The essence of this is basicly that industrialists and combat pilots alike need to support eachother better, like we used to do. Today it's more every man for himself. We don't cooperate, it's all on a personal level, and then we sit in our upgraded blobfortresses where only other blobs can touch us.. and we need to get our pilots to a) spread out and b) back out in the belts.

AFK-cloaking in a system near you.

Xandralkus
Caldari Provisions
Caldari State
#15 - 2012-01-28 11:29:32 UTC  |  Edited by: Xandralkus
Amaroq Dricaldari wrote:
Instead of limiting what types of ships can pursue a Warp Trail, I would make it so that certain classes would be penalized, that way you could still chase someone using something like a Destroyer, but you couldn't do it as easily as someone in something similiar to an Interceptor or Covert Ops or something like that.


Gotta remember, Combat-in-Warp would involve a whole slew of game mechanics changes. Interceptors would likely get per-level ship bonuses to warp speed, since it would become the primary tackling mechanic. Not to mention, they could have significantly greater warp-drive fitting capabilities, allowing the interceptor pilots to modify their drives for even greater speed and functionality. Compared to interceptors, most everything else would seem 'nerfed' in terms of warp drive speed.

Misanth - great ideas! I've always been a huge advocate of nerfing high-sec ISK faucets - and of the time that I did spend in nullsec, the mining and ratting capabilities were horribly underwhelming. I've got ideas circulating in a high-sec missioning thread about this issue precisely - and another addressing the disproportionately tiny risk involved with high-sec incursions, compared to the massive ISK payout.

Now that you mention it, jump bridges are a pretty massive gameplay problem. For those that have them, moving around in nullsec is virtually incosequential and provides for almost risk-free transportation. For those that do not have jump bridges, nullsec movement is incredibly hazardous. The argument for jump-bridges existing -would- work, if they could be set up for <1 mil ISK and could be trained for in a matter of hours - but they're not easily accessible (and even if they were, it would just be revoltingly carebearish). That kind of harsh division between the player base is just bad game design. Trash 'em all, bring back risk.

Free & easy transportation of anything and everything (via jump freighter) should not exist. It should be a ****** to haul stuff out to nullsec. Someone on another thread (I forget who) said: "No player should ever be free from unwanted PvP" ...and jump freighters allow this. Trash 'em all, and bring back risk.

And probably most important - system upgrades. Everything else in Eve has diminishing returns. Apply them to nullsec system upgrades. A fully upgraded system shouldn't provide any more than 20-30% more ISK than a non-upgraded one. And like always, the first upgrades need to give the largest bonuses, and have the lowest cost. Every cruical and non-broken gameplay mechanic in Eve is subject to diminishing returns.

Combat-in-Warp fixes quite a few problems - but getting rid of jump bridging, jump freighters, and rebalancing (aka, nerfbatting) system upgrades will fix just about everything else.

Still reading up on POS reinforcement. I'm pretty sure that player structures turning invulnerable might be a slight obstacle to small-gang anti-sovereignty warfare, but further study is needed.

Eve UI wouldn't suck if CCP allowed UI addons.