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Opinion - Co-operation between enemies will improve FW

Author
Mutnin
SQUIDS.
#21 - 2012-02-02 11:21:33 UTC  |  Edited by: Mutnin
Ehn Roh wrote:


Terms of engagement are precisely what we DO NOT need for more FW - you can currently arrange fights on whatever terms you like all day long with can flagging or whatever you want. People aren't doing this now, therefore they're not going to do this.



You are actually wrong.. In the past various FC's with-in both Cal & Gal Militias used to talk with each other from time to time and set up semi arranged fights. It wasn't like ok you bring this ship and we bring this one, but more along the lines of saying he we will ship down or reship to match your gang.

I think they used to also agree to not primary each other's FC's in order to let the fights last for a bit but this part didn't always happen with them all. In fact Im' pretty sure some of them used to share a joint channel in order to get the fights rolling a bit faster as well as to team up from time to time to high a large target. (ie temp blue each other)

While on one hand it tends to cheapen up the PVP but on another hand they were typically some of the better fights as each side was typically pretty evenly matched.
Bad Messenger
Rehabilitation Clinic
#22 - 2012-02-02 13:02:22 UTC
Idea of fw is to have fights, but some militias have adopted tactics that it is better to avoid fights and just gank noobs or lonely travelers.

Co-operating with such people is just waste of time.
Tenris Anis
Schattenengel Clan
#23 - 2012-02-02 13:23:58 UTC
Fredfredbug4 wrote:
Rel'k Bloodlor wrote:
Also Caldari and Amarr are just wrong. They should surrender. Then we can all move on to concerning every thing else.



From an RP perspective, we both know that the Caldari would rather go bankrupt and the Amarr would rather commit heresy than surrender to their respective enemies.


We can work on that, I have no problem with Caldari going bankrupt. And Amarr heresy sounds like something possitive anyway ... we should work on that.

Remove insurance.

Tenris Anis
Schattenengel Clan
#24 - 2012-02-02 13:38:25 UTC
Liberty Eternal wrote:
Deen Wispa wrote:
I'm surprised you don't know the answer. But yes. Gallente outnumbers Caldari greatly at the moment. Minmatar and Amarr tend to be equal.


I wasn't certain if he was alluding to something else [maybe that it is better not to fight at all, than to negotiate with an enemy].


If you base your conclusions on game theory than yes, no fight is better than negotiate how to best waste resources with an enemy, who becomes than anyway a partner and not an real enemy.

Furthermore cooperative behavior leads to more resources for all, but sociopathic behavior will not only decrease your own resources, but will decrease resources of your enemys even more. So if we are locking from a war perspective on this, its better not to cooperate but instead actually try to gain significant advantages over the enemy militia. Will this lead to less battles? Sure, but actually the "goal" in faction warfare is not to fight as much as you can, but actually to fight not anymore because you secured all resources for your own militia / faction.

What you are trying to achieve is to change faction warfare to something all do enjoy more, without changing the game mechanics. It is a honorable try, but why not just use red vs blue for this? If you are locking for pre-arranged battles, I am pretty sure red vs blue can offer this to you.

Remove insurance.

Damar Rocarion
Nasranite Watch
#25 - 2012-02-02 14:44:37 UTC
Tenris Anis wrote:
Furthermore cooperative behavior leads to more resources for all, but sociopathic behavior will not only decrease your own resources, but will decrease resources of your enemys even more.


Wait a moment. Are you actually saying that people in Eve (in every war theater) should not, rightly I might add, consider their opponents as sub-human pieces of s..t and give them some measure of respect?

You are playing altogether wrong game here....
Ehn Roh
#26 - 2012-02-02 17:10:48 UTC  |  Edited by: Ehn Roh
Mutnin wrote:
Ehn Roh wrote:


Terms of engagement are precisely what we DO NOT need for more FW - you can currently arrange fights on whatever terms you like all day long with can flagging or whatever you want. People aren't doing this now, therefore they're not going to do this.



You are actually wrong.. In the past various FC's with-in both Cal & Gal Militias used to talk with each other from time to time and set up semi arranged fights. It wasn't like ok you bring this ship and we bring this one, but more along the lines of saying he we will ship down or reship to match your gang.

I think they used to also agree to not primary each other's FC's in order to let the fights last for a bit but this part didn't always happen with them all. In fact Im' pretty sure some of them used to share a joint channel in order to get the fights rolling a bit faster as well as to team up from time to time to high a large target. (ie temp blue each other)

While on one hand it tends to cheapen up the PVP but on another hand they were typically some of the better fights as each side was typically pretty evenly matched.


They "used to". As in, now they don't. This simply shows what I'm talking about.

The sort of fighting you get in, sayt, a 32 vs 32 FPS game where there are no lasting consequences is not sustainable in EVE when the "rules" are optional. All it takes is one group refusing to play by whatever rules you come up with and it's doomed to failure.

There are lasting consequences in-game for this stuff, so people are going to take any advantage they can get. Ultimately it's going nowhere because people on the sides lacking momentum can and will simply 'opt out'. FW is just an elaborate multi-party dueling system with nothing keeping participants from just blobbing it up, which seems to be what people don't want.

Optional PvP flagging always ends up like this because not enough people will do it. Perhaps a simple solution for this would be to pay militia pilots for time spent flagged and undocked - a stipend. I think a lot of noobs would be willing to take the risk for a million or two ISK a week.
Outz Xacto
Echelon Munitions
#27 - 2012-02-02 18:27:17 UTC
Ehn Roh wrote:

The sort of fighting you get in, sayt, a 32 vs 32 FPS game where there are no lasting consequences is not sustainable in EVE when the "rules" are optional. All it takes is one group refusing to play by whatever rules you come up with and it's doomed to failure.

There are lasting consequences in-game for this stuff, so people are going to take any advantage they can get. Ultimately it's going nowhere because people on the sides lacking momentum can and will simply 'opt out'. FW is just an elaborate multi-party dueling system with nothing keeping participants from just blobbing it up, which seems to be what people don't want.

Optional PvP flagging always ends up like this because not enough people will do it. Perhaps a simple solution for this would be to pay militia pilots for time spent flagged and undocked - a stipend. I think a lot of noobs would be willing to take the risk for a million or two ISK a week.


Basically this, your example of the fps scenario describes much better what I was going for before.

As to the stipend... I would foresee many cloaked undocked ships sitting about :P
Liberty Eternal
The Scope
Gallente Federation
#28 - 2012-02-02 20:39:14 UTC  |  Edited by: Liberty Eternal
Thanks to everyone who has responded to this thread.

What I'm taking away so far is that the FW scene is complex in terms of its organisation, goals, resources and behaviours. There are different sets of expectations and values which players do not always share in common and which may be competing or even incompatible.

So perhaps this means that there are a wide variety of sub-games within the overall FW wargame which require a nuanced approach to understand, each within their own context.



Vordak Kallager wrote:
It was like this a little bit about a year+ ago, when LateNite and Predator Elite would just convo each other to see where each other was and roughly what they were in. A lot more fighting happened back then with several engagements per night. vOv Was more fun, too, imo; instead of this stupid "okay, lets go absolutely crush them with everything we've got" mentality which doesn't engender a lot of :goodfights:


Thanks for this post Big smile - that confirms one of my expectations about co-operating to increase payoffs - namely, that it is communication and informal understandings between key rival decision-makers with some shared goals that drives the discovery of more efficient strategies. This ad hoc approach is likely to be far more pragmatic than any rule-based agreement.



Outz Xacto wrote:
Except were in some of your examples if someone doesn't follow the pre arranged standards a person can be removed, they can't just simple be removed from your faction in FW. You could do other things of course to try to control the behavior of others but ultimatly you'll just end up with more infighting among factions.


Given those conditions, a formal rule system would probably be as difficult to make and enforce as the original complexity it is designed to overcome. Although communication and awareness of the types of games that will result from certain behaviours could change the strategies that fleets and their commanders pursue, even without a formal agreement.



Deen Wispa wrote:
Liberty- I don't think it's impossible to have both sides (or a few corps from both sides) come to a mutual understanding and terms of engagement. For example, you could have a sort of Frig Friday for militia members or some variation of that. This would benefit many folks especially the newbs who are trying to learn . FCs and vets will have more experienced pilots coming with them on fights knowing that they won't have as many fail fits.


Another value to maximise is the introduction, training and retention of new militia members. This is a goal that is common to all militia groups and therefore it should be in their interests to pursue its maximisation if a co-operative strategy can do that.



Ehn Roh wrote:
OP, mutually agreed rules in combat arise when both side think that the rule will cover a weakness they have, but that adhering to it themselves will not get in the way of winning.

Classic example, the Geneva Conventions.


Thanks, that's very much a classic example. The solution to this problem would be to reduce the costs and risks of any agreement while increasing the benefits. This means that certain types of agreements will have the potential to work in certain situations, while others will not. While a Universal set of principles might be unenforcible, there could be considerable benefit from specific, local agreements based on mutually shared goals.



Tenris Anis wrote:
So if we are locking from a war perspective on this, its better not to cooperate but instead actually try to gain significant advantages over the enemy militia. Will this lead to less battles? Sure, but actually the "goal" in faction warfare is not to fight as much as you can, but actually to fight not anymore because you secured all resources for your own militia / faction.


But can this goal ever be achieved? FW is a continuous wargame, is it not? There is no finite victory condition that allows a final outright victory. That being the case, it seems inherently pointless to consider a final strategic goal - let alone to prioritise said goal to the detriment of goals at the tactical level. It seems the sense of victory can only come by a continuous series of tactical victories and this requires continuous combat operations and therefore a logic of tactics dominating strategy.



Dammit, limited to 5 quotes per post Evil


"The sort of fighting you get in, sayt, a 32 vs 32 FPS game where there are no lasting consequences is not sustainable in EVE when the "rules" are optional. All it takes is one group refusing to play by whatever rules you come up with and it's doomed to failure. " Ehn Roh

Is there a reason why you can't choose to run multiple game types within a broader context? Every strategic decision made is going to lead to one type of game or another - perhaps awareness of the type of game that will result from a decision will influence both sides to reconsider it and to co-operate if they share a mutual desire to avoid that type of game in favour of another type?
Deen Wispa
Sheriff.
Caldari Tactical Operations Command
#29 - 2012-02-02 20:44:41 UTC
Do you always talk like this? Shocked

High Five. Yeah! C'est La Eve .

Liberty Eternal
The Scope
Gallente Federation
#30 - 2012-02-02 20:56:19 UTC
Deen Wispa wrote:
Do you always talk like this? Shocked


No, but I often write like it. I apologise if my style is tedious Cry
Julius Foederatus
Federal Navy Academy
Gallente Federation
#31 - 2012-02-02 21:34:16 UTC
This thread makes my head hurt. The whole point of factional warfare is that it's just that, warfare. There is no mutuality in warfare beyond issues that the two sides believe are not relevant to victory. Video games as a whole are a competition, and FW is no different. We compete to see who can dominate the arena, through teamwork, individual skill, mastery of game mechanics, etc. Good fights are not the goal of FW or EVE in general. Is it nice when they happen? Sure, but no one ever wants a fair fight in EVE, and really fair fights themselves would be pointless.

It would be one thing if this was an FPS where individual skill determined a huge portion of the outcome, but we play a giant spreadsheet with pretty colors. Hits are chance based, dependent on a variety of mathematical variables that you have limited control over. Thus a truly fair fight determines nothing, because the human factor is so miniscule. So the way we determine who is the best is through what people call tactics and strategy. We change our ship types, we try and hide our true amount of forces, we use different targeting doctrines, we use fleet formations, we try and dictate range, all in the name of winning the fight. If we didn't, then we'd never know which team truly deserved to win, and the entire point of the game would disappear.

There are no mutual goals in FW. The only aim is to destroy the other side, through system capture, fights, morale, or all three. When it stops being this, the sandbox will be gone and we might as well be playing arena in WoW.
Liberty Eternal
The Scope
Gallente Federation
#32 - 2012-02-02 22:31:36 UTC
Julius Foederatus wrote:
This thread makes my head hurt. The whole point of factional warfare is that it's just that, warfare. There is no mutuality in warfare beyond issues that the two sides believe are not relevant to victory. Video games as a whole are a competition, and FW is no different. We compete to see who can dominate the arena, through teamwork, individual skill, mastery of game mechanics, etc. Good fights are not the goal of FW or EVE in general. Is it nice when they happen? Sure, but no one ever wants a fair fight in EVE, and really fair fights themselves would be pointless.

It would be one thing if this was an FPS where individual skill determined a huge portion of the outcome, but we play a giant spreadsheet with pretty colors. Hits are chance based, dependent on a variety of mathematical variables that you have limited control over. Thus a truly fair fight determines nothing, because the human factor is so miniscule. So the way we determine who is the best is through what people call tactics and strategy. We change our ship types, we try and hide our true amount of forces, we use different targeting doctrines, we use fleet formations, we try and dictate range, all in the name of winning the fight. If we didn't, then we'd never know which team truly deserved to win, and the entire point of the game would disappear.

There are no mutual goals in FW. The only aim is to destroy the other side, through system capture, fights, morale, or all three. When it stops being this, the sandbox will be gone and we might as well be playing arena in WoW.



Isn't it possible that both sides might lose, if they get drawn into fighting complexity and randomness rather than each other? There is a threshold of time cost and opportunity cost beyond which it is no longer worthwhile participating in the game.

Mutuality therefore exists in the fact that there is no game to be had if your opponent does not partake in it.

Also, there is evidence that players voluntarily choose to create sub-wargames such as fighting in the PLEX mission areas or arranging fights in some way. These sub-wargames are compatible with the sandbox experience as they are not universal and they reflect the free choices of the players concerned, who presumably arrange them for a reason.

Don't you think that, one way or another, you will end up fighting some type of wargame in FW? Perhaps an awareness of choices can improve the nature of the wargames that occur.
Deen Wispa
Sheriff.
Caldari Tactical Operations Command
#33 - 2012-02-02 22:43:26 UTC
You're over thinking this. Most of us militia grunts don't think this hard as you do. We go fight. If nothing, we log off. Rinse, wash, and repeat.

Anything else can be reserved for a research paper

High Five. Yeah! C'est La Eve .

Tenris Anis
Schattenengel Clan
#34 - 2012-02-03 00:37:33 UTC
Damar Rocarion wrote:
Tenris Anis wrote:
Furthermore cooperative behavior leads to more resources for all, but sociopathic behavior will not only decrease your own resources, but will decrease resources of your enemys even more.


Wait a moment. Are you actually saying that people in Eve (in every war theater) should not, rightly I might add, consider their opponents as sub-human pieces of s..t and give them some measure of respect?

You are playing altogether wrong game here....


No, not at all? Why do you think I would say that? I stated that sociopathic behavior while diminishing your own resources will diminish resources of all other "players" even more. Which is beneficial to our own standing compared to others. And you want to be better than others, right? If you want to respect your victims, you are still free to do. Respect is a unrelated matter.

Though I have to admit, cooperative behavior within your alliances will yield better results than betraying them ever so often ;-)

Remove insurance.

Tenris Anis
Schattenengel Clan
#35 - 2012-02-03 00:51:50 UTC
Outz Xacto wrote:
[quote=Ehn Roh]
Basically this, your example of the fps scenario describes much better what I was going for before.

As to the stipend... I would foresee many cloaked undocked ships sitting about :P


Not if you base this on actually being part in kills. A few millions per week for staying constant in militia is not game breaking and will help starters. A few billion per month for the best contributors to achieve goals in faction warfare can not be gained with out actually doing something. The real exploit in such kind of systems is that enemies start to trade to abuse the system. Because you can count on it, if there is something to exploit with cooperative behavior it will be done.

Remove insurance.

Outz Xacto
Echelon Munitions
#36 - 2012-02-03 02:21:09 UTC
Tenris Anis wrote:
Outz Xacto wrote:
[quote=Ehn Roh]
Basically this, your example of the fps scenario describes much better what I was going for before.

As to the stipend... I would foresee many cloaked undocked ships sitting about :P


Not if you base this on actually being part in kills. A few millions per week for staying constant in militia is not game breaking and will help starters. A few billion per month for the best contributors to achieve goals in faction warfare can not be gained with out actually doing something. The real exploit in such kind of systems is that enemies start to trade to abuse the system. Because you can count on it, if there is something to exploit with cooperative behavior it will be done.



In addition everyone will rush to any fight to make sure they "tag" it so they can get some extra money. We see this same crap in every other mmo that has for simplicity "honor system like wow". It just produces freeloaders.
Julius Foederatus
Federal Navy Academy
Gallente Federation
#37 - 2012-02-03 03:23:34 UTC  |  Edited by: Julius Foederatus
Liberty Eternal wrote:


Isn't it possible that both sides might lose, if they get drawn into fighting complexity and randomness rather than each other? There is a threshold of time cost and opportunity cost beyond which it is no longer worthwhile participating in the game.

Mutuality therefore exists in the fact that there is no game to be had if your opponent does not partake in it.

Also, there is evidence that players voluntarily choose to create sub-wargames such as fighting in the PLEX mission areas or arranging fights in some way. These sub-wargames are compatible with the sandbox experience as they are not universal and they reflect the free choices of the players concerned, who presumably arrange them for a reason.

Don't you think that, one way or another, you will end up fighting some type of wargame in FW? Perhaps an awareness of choices can improve the nature of the wargames that occur.


What on earth does fighting complexity and randomness even mean?

Regardless, game theory applies to two actors trying to maximize their own benefit, incidentally injuring the other in the process. The whole point of a wargame is that you benefit directly by harming your opponent. There is really no incentive for a militia (if you can even attribute singular drives to such an entity) to cooperate with the enemy militia because it goes against the whole point of the game. If you don't do everything in your power to crush them, you won't see how well you can play the game as it exists now, and they won't either.

The point that most people seem to miss is that arranged fights, by and large, suck. They feel incredibly contrived and bring no real satisfaction because the work you have to put in to win is limited by any rules you might place on the two sides. The whole idea of competition (especially in EVE since its supposed to be a sandbox) falls to the wayside when you start placing artificial and arbitrary rules on any engagements.

I don't see plexes as being a sub-wargame, or really anything in FW being a lesser part of a whole. Whether its plexes or 50 man fleets, we behave the exact same way towards the enemy militia: destroy them and take as few losses as possible. Hell if anything, plexes are a far more ruthless arena. You will almost never see an arranged fight in a plex because they matter on a larger scale in system occupancy. So the people who want to flip systems will never try and enter into agreements with the other side because it would be counter to their goal of total victory.

Its been awhile, but I remember a few threads about the difference between RvB and FW. One of the things people would say about RvB is that it generates a lot more small scale fights and is easier for new players, but that it wasn't real PVP. I've added the emphasis to try and underline the point that PVP is about testing every part of your knowledge and skills in the game, without limits or rules beyond what the game itself imposes. By submitting to any type of ruleset that limits what you can do in an engagement, you're effectively stopping yourself from PVPing in the truest sense of the word. Instead, you're merely brawling.
sYnc Vir
Wolfsbrigade
Ghost Legion.
#38 - 2012-02-03 22:24:44 UTC
Agreed fights are for people that suck at this to be honest. If you can't match you're opponents then ship down and fight in smaller ships their bs's can't hit. FW pilots all learn very very quickly to adapt to the current style of pvp. Those that can't adapt dont last and move on to more mondane pvp in null or station gaming in high sec.

Fw is warfare, making it less free for all by adding rules so lesser players can last ruins it. Get better or move on.

Don't ask about Italics, just tilt your head.

Cardinal Raw
#39 - 2012-02-03 22:51:38 UTC
Liberty Eternal wrote:
I am making an assumption though - that both sides want to fight.


I trust you can determine from the various replies here that, for most of these pilots, fighting is not the desire. They could care less if they fight. They want to "win," despite the fact there really is no such condition in FW at the moment unless you consider gloating over the meaningless taking of disputed systems a worthy objective (I would wager most don't).

The reality is that most militia members want two things:
1. An impressive killboard. This means lop-sided ganks are preferential. Coordinating for more fights COULD conceivably yield more kills, but due to the way killboards score things and the ubiquitous ~iskwar~ they would rather take assured victory over possible defeat. Ironically, many of these same pilots will gripe about risk vs. reward elsewhere in the game.

2. The ability to continue "winning," or dominating the warzone to precipitate point #1 indefinitely. Some feisty guerrilla types will rail against this charge, and they are most likely to defect in the event that their militia begins to overwhelm the opposition, but on the whole a FW diehard wants nothing more than to continue beating the rotten corpse of his enemies for killmail currency and bragging rights on the forums. Mind you, this isn't something unique to FW, but FW is uniquely structured (or lacks structure) such that this is not only possible to achieve, but quite difficult to overturn.

If you don't believe this, take a cursory glance at the top rated killboard corps. Look at the tactics they employ on a regular basis. Risk aversion, killmail "whoring," and the like are the status quo. The "honorable," corps who seek "goodfights," are more often mocked than praised. Take from this what you will, but it is EVE, and it has been this way since day one.
Liberty Eternal
The Scope
Gallente Federation
#40 - 2012-02-04 09:08:58 UTC
Thanks for all the great responses everyone - I've never really posted in this sub-forum before but I'm glad I did as the replies have been well thought-out.

I think my OP has been proven largely incorrect - perhaps restricted to only a limited application in a few areas. I'm still interested in the concept of applying partly-structured wargame-type scenarios to fleet ops [as personally I prefer a structured engagement with rules, probably from years of wargaming]. But clearly, FW is not perceived as a structured wargame by the people taking part in it, which is interesting. So perhaps there is different aspect of EVE warfare to apply my perspective to.

Many thanks!

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