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Incursion fixes/feedback thread

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Author
KanashiiKami
#381 - 2012-02-10 06:52:45 UTC  |  Edited by: KanashiiKami
my ideas Big smile

1) rework sizes for max number of pilots in a fleet

VG - 8
AS - 14
HQ - 28
MOM- 50

why? smaller fleet sizes = faster fleet forming, improves the waiting time to play time. subscribers like more play time and not wait time. however this will increase the difficulty of a site run.

2) contesting site isk/LP should be shared according to total damage % dealt into site. this will help lower skilled fleets to enjoy the game instead of being constantly run over by fleets oversized with highly skilled DPS. is this a nerf to elite fleets? i do not see it that way, on the other hand, by doing so, a fleet will know how much more/less dps they did in a contest.

will this introduce more poorly skilled players into incursions? fact--> we are all poorly skilled once, it is up to the FC to select and form his fleet and sort out who he should have on his team. if he chooses a lesser skilled to run with, the fleet will have to live with it or hop to other fleets. fact --> with a smaller fleet size due to point 1, i do not think any FC will wish to try his luck.

3) with down sizing of fleet size, total sansha DPS output dealt to playerbase should decrease accordingly to ensure playability of sites

VG - -20% sansha total dps
AS - -20% sansha total dps
HQ - -30% sansha total dps
MOM- -30% sansha total dps

this would seem like a nerf BUT ... read on ...

4) with reduced DPS, ALL sites should introduce an extra special spawn that must be destroyed for site completion. new spawn introduced i will suggest be triggered after 2nd last site trigger is in effect.

the spawn will consist of 1xsmartbomb armed sansha cruiser (SB strength = 2.5x of a T2 medium SB @ 25km radius effect going at a 8 second interval), 1xsensordampener armed frig, that can target 2 simultaneous targets to cause 500% t2 scripted sensor dampening effect @ 12s interval range of 50km, 1xremoteshieldrep armed cruiser that will effect 500% remote rep capabilities of a med T2 remote shield rep on 1 target @ 10s interval. this spawn is a unique grp and will move in a formation no further than 5km from each other.

this spawn will have the following spawn grps per sites:

VG - 1 spawn
AS - 2 spawns
HQ - 3 spawns
MOM- 4 spawns

yes the repping capability might prove to be a challenge for beyond VG sites, and it is this therefore that will "prove" as a checking "trigger" of the minimum amount of dps a fleet should have and therefore the rep % should be tweaked according to real fleets nominal dps, the 500% i have suggested is an arbituary value it could be 1000% or 200% for all i know.

5) most of the above seem like more of a debuff to sansha spawns, therefore i will like to suggest all sansha spawns recieve their own combat booster/buffing BS hulled ship (non attacking entity) that will do the following non stacking bonuses:
VG - +150% shield HP
AS - +60% shield HP
HQ - +50% shield HP
MOM- +40% shield HP
this combat booster ship should be rendered invulnerable with shield resistances of 99%. and EHP +500% of normal sansha spawn. it may be plausible that this unit will become prime target in mom/HQ fleets.

with the increased HP, the role of the sansha remote repping ships should now be nerfed to only rep @ 20% capacity.

6) with the increased overall EHP of sansha + extra spawn. it is only natural that the site will now take MORE time to complete than usual. and therefore it is only logical that bounties of ISK/LP increase, and by that i would mean a total increase of 70% of bounties across VG, 100% for AS sites and a 150% increase for HQ site and 200% increase for MOM site.

MOM site no longer drops loot. but all MOM site pilot now recieve a tradable special insignia token that can be exchanged for special concord named items (that could be the random loot from the SC + some insane amt of LP?).

7) reconfiguration of a incursion cluster

each incursion spawn should now be as follows
VG - 99 sites (spread over 11 to 15 systems)
AS - 15 sites (spread over 5 systems)
HQ - 9 sites (spread over 3 systems)
MOM- 4 sites (spread over 2 systems)

and there is now only 1 hisec site, 1 losec, 1 nullsec. and each site can spawn over 3 adjoining constellations instead of 1.

50% of all initial spawned VG must be destoyed at least once to spawn AS sites, or wait 5days for AS auto spawn

100% of all initial spawned AS must be destoyed at least once to spawn HQ sites, or wait 7 days for HQ auto spawn

100% of all initial spawned HQ must be destoyed at least once to spawn MOM sites, or wait 9 days for MOM auto spawn. when MOM sites spawn, constellation wide all stargate, stations and VG/AS/HQ site-warpgates will be harrassed by a splash of 5-10 orkashu myelens, they do nothing but harrass with ecm. server restarts will spawn the rats if they are destroyed.

all 4 MOM sites must be destroyed to end the incursion and trigger LP payout. and MOM sites withdrawal time is set to countdown in 9 days. which means an entire incursion spawn will last maximum 18 full days

with the reduced fleet sized groupings, it is hoped to encourage more pilots to try AS/HQ sites.

with the increased number of pilots going into incursions, it is only logical that sansha now sends in more troops to occupy "our" space.

the above changes is hoped to encourage, a more focused fleet activity rather than just bulldozing thru sites. overall i would say difficulty of sites is increased. while survivability of sites is also up.

elite fleets will not find this a problem with their skill and experience in coordination. lower skilled fleets will find it a valauble fleet fighting episode experience. in the end, it is hoped to reduce the fleet forming time by half but increase site clearance times by 1.5x minimum.

i believe more experienced FC will have alot to say on the above ... please do :D (constructively of course)

thank you for reading Big smile

WUT ???

ShipToaster
#382 - 2012-02-10 23:30:36 UTC  |  Edited by: ShipToaster
This proposed change to wardecs by Kelduum Revaan of eve university, potential CSM member, will have an extreme effect on incursions. You might want to put some feedback on that thread as it will end incursions if it is enacted and as we all know :ccp: have a bit of a hard on for stupid changes in recent months so it could be.

https://forums.eveonline.com/default.aspx?g=posts&t=67445

.

KanashiiKami
#383 - 2012-02-11 05:48:07 UTC  |  Edited by: KanashiiKami
ShipToaster wrote:
This proposed change to wardecs by Kelduum Revaan of eve university, potential CSM member, will have an extreme effect on incursions. You might want to put some feedback on that thread as it will end incursions if it is enacted and as we all know :ccp: have a bit of a hard on for stupid changes in recent months so it could be.

https://forums.eveonline.com/default.aspx?g=posts&t=67445


would you / anyone care to elaborate ... im kinda slow at seeing the link ... i mean how SNA relates to incursion going bad

and BTW i read that ... and yes its just BS idea ... im glad i didnt join eve uni and have him for CEO

WUT ???

Vaerah Vahrokha
Vahrokh Consulting
#384 - 2012-02-11 23:42:17 UTC
Drake: 40M (was < 30M)
Tritanium: 4.48 ISK pu (was 3.3)
PLEX: 472M (was 350M)

Only a pathetic liar could argue prices aren't going up too much.

Is it incursions? Is it L4?

Don't care.


ISK faucets HAVE to be brought back in check.

Since CCP have all the stats about which faucet does what, they have to start nerfing each of them till the economy is back to low or no inflation.

As of now those who run the faucet activities are getting a massive advantage over those who don't.

EvE the second it enforces a "best min max" path, stops being a sandbox and becomes just another sh!tty theme park, where you are "meant to" do this instead of that.
Mussaschi
No Wise Guy's
#385 - 2012-02-12 11:14:53 UTC
Vaerah Vahrokha wrote:
Drake: 40M (was < 30M)
Tritanium: 4.48 ISK pu (was 3.3)
PLEX: 472M (was 350M)

Only a pathetic liar could argue prices aren't going up too much.


Hard lol here. Taking CCPs last inline post each month PLEX worth 50 Trillion are traded.

Coming from another ccp source 8 Trillion have been inserted by incursions in jan. 8 Trillion make the difference for sure, since all incursion incomes are well known exclusively used for PLEX, and this 8 Trillion do make "the" difference.

ps.
Higher Trit prices are by no means caused by the incredible interesting implementation of mining and the great love it did experience by CCP, the risk of suicide ganking in high or CCP trying to fight mining bots.

Higher drake prices have nothing to do with higher trit prices (since you do not need any trit for it).

Vaerah Vahrokha
Vahrokh Consulting
#386 - 2012-02-12 12:22:22 UTC  |  Edited by: Vaerah Vahrokha
Mussaschi wrote:
[quote=Vaerah Vahrokha]Drake: 40M (was < 30M)
Tritanium: 4.48 ISK pu (was 3.3)
PLEX: 472M (was 350M)

ps.
Higher Trit prices are by no means caused by the incredible interesting implementation of mining and the great love it did experience by CCP, the risk of suicide ganking in high or CCP trying to fight mining bots.

Higher drake prices have nothing to do with higher trit prices (since you do not need any trit for it).



1) Trit was as boring to mine as it is today since several years ago when it sold for 2.7.
Miners were *more* prone at being suicide ganked before the insurance nerf than they are now.
Furthermore the past years we had Hulkageddons, now we don't.

Therefore your remark seems misplaced.


2) Drakes are just the "signature ship" but if you check a number of other ships, even ships that are not FOTM PvP nor PvE, they still have higher prices than the past.

Furthermore, the minerals basket balanced the trit increase with an harsh high ends decrease. Still, the prices are above than the past.
ShipToaster
#387 - 2012-02-12 19:26:37 UTC
KanashiiKami wrote:
ShipToaster wrote:
This proposed change to wardecs by Kelduum Revaan of eve university, potential CSM member, will have an extreme effect on incursions. You might want to put some feedback on that thread as it will end incursions if it is enacted and as we all know :ccp: have a bit of a hard on for stupid changes in recent months so it could be.

https://forums.eveonline.com/default.aspx?g=posts&t=67445


would you / anyone care to elaborate ... im kinda slow at seeing the link ... i mean how SNA relates to incursion going bad

and BTW i read that ... and yes its just BS idea ... im glad i didnt join eve uni and have him for CEO


No war declaration is needed for you to become a target. All that is needed is for you to be close to one of these null sec creating structures. This makes a lot of new problems for incursions.

You can be fleet warped into one of these or you can be asked to warp to someone, either way right smack into a null sec area where you can be killed with impunity.

Anchoring these null sec creating structures near gates or stations then bumping ships into them will be a problem for some ships, deploying them around any static ship that is afk for easy kills, deploying one in the mom site (then hiding a dozen stealth bombers to create mass carnage or warping in an even bigger PvP equipped fleet for the kills and the mom).

As it is an area classed as null sec space, even if it is in highsec, you can deploy bubbles and use dictors, with all the problems that would entail for point to point travel, and use bombs also which will be a problem for tightly grouped ships using the gate to warp in.

This list is what I thought of in a few minutes but I am sure the truly creative can think of all sorts of extra hazards that you will learn the hard way and wont be prepared for.

.

El Geo
Warcrows
THE OLD SCHOOL
#388 - 2012-02-13 23:46:21 UTC
again
just make incursions available to any constellation inc. mixed sec constellations
DarthNefarius
Minmatar Heavy Industries
#389 - 2012-02-15 18:56:56 UTC
Reworking Incursion constellations to be made up of mixed Sec status system may be interesting new facet: include a randomization where a single Vanguard, assault or HQ system is lo sec with appropriate payout. Occasionally a mixed HI SEC incursion won't finish until the adjacet lo sec MOM is killed off (I hope with the greater chance of a revenant BPC dropping :). This will throw a wrench into the current incursion chats' farming agreements unless they join together to do lo sec mixed incursion MOMs
ALSO MIXED SEC STATUS SYSTEMS SHOULD BE MORE RANDOM SO NOT TOO MANY AMARR INCURSIONS ALWAYS SPAWN!!!
An' then Chicken@little.com, he come scramblin outta the    Terminal room screaming "The system's crashing! The system's    crashing!" -Uncle RAMus, 'Tales for Cyberpsychotic Children'
Endeavour Starfleet
#390 - 2012-02-15 22:39:06 UTC
Ok lets get this clear.

Making any changes to sec status within a hisec incursion will mean said system simply WONT be used. You drooling for high priced targets will just ruin your keyboard and wont result in anything meaningful.

Instead of trying to harm incursion runners yet again the encouragement needs to be on more assault and HQ fleets.

-Force complete vanguards
- Increase Payout for assaults and HQs

Simple and done.

Lyrrashae
Hellstar Towing and Recovery
#391 - 2012-02-16 04:44:06 UTC
Mussaschi wrote:


Higher drake prices have nothing to do with higher trit prices (since you do not need any trit for it).



Wait, what??!!

Not sure if serious/troll?

Ni.

Lyrrashae
Hellstar Towing and Recovery
#392 - 2012-02-16 04:46:43 UTC
Endeavour Starfleet wrote:
Ok lets get this clear.

Making any changes to sec status within a hisec incursion will mean said system simply WONT be used. You drooling for high priced targets will just ruin your keyboard and wont result in anything meaningful.

Instead of trying to harm incursion runners yet again the encouragement needs to be on more assault and HQ fleets.

-Force complete vanguards
- Increase Payout for assaults and HQs

Simple and done.



No, it would mean that people would actually have to ship down to non-shiny/non-pimped, which potentially opens up newer/less well-off pilots into getting into your elitist fuckbag club, and, heaven forbid, generate "potential PvP situational-awareness" among newer players, sooner.

Can't have that, now can we.RollRollRoll

Ni.

Endeavour Starfleet
#393 - 2012-02-16 06:19:00 UTC
You think said noobs are going to go in there for long? It will be a gankfest just like lowsec is today.

Just Alpha kill the logis.. Done good night fleet.

It's a silly idea.


As for l33t. Ever go on a HQ fleet. They take virtually everyone and ive seen some REAL crap skills and fits be accepted with open arms. Vanguards need to be force complete to drive some out and HQs and Assaults given more payout for more fleets. But otherwise "I never get in!" in a myth. You can be in a raven that gets in faster than you can get said raven for LVL4s
Ammzi
Dreddit
Test Alliance Please Ignore
#394 - 2012-02-16 11:35:45 UTC
Quote:
Endeavour's logic:

Fleet A = Lvl V skilled, officer fit faction ships
Fleet B = Lesser skilled T1 ships with t2 fittings

Force both fleets while in competition to kill ALL Sansha on grid.
This will for sure give Fleet B a larger chance at winning the site (lol wut!?)


You're such a clever little boy.
KanashiiKami
#395 - 2012-02-16 14:12:28 UTC
ShipToaster wrote:
KanashiiKami wrote:
ShipToaster wrote:
This proposed change to wardecs by Kelduum Revaan of eve university, potential CSM member, will have an extreme effect on incursions. You might want to put some feedback on that thread as it will end incursions if it is enacted and as we all know :ccp: have a bit of a hard on for stupid changes in recent months so it could be.

https://forums.eveonline.com/default.aspx?g=posts&t=67445


would you / anyone care to elaborate ... im kinda slow at seeing the link ... i mean how SNA relates to incursion going bad

and BTW i read that ... and yes its just BS idea ... im glad i didnt join eve uni and have him for CEO


No war declaration is needed for you to become a target. All that is needed is for you to be close to one of these null sec creating structures. This makes a lot of new problems for incursions.

You can be fleet warped into one of these or you can be asked to warp to someone, either way right smack into a null sec area where you can be killed with impunity.

Anchoring these null sec creating structures near gates or stations then bumping ships into them will be a problem for some ships, deploying them around any static ship that is afk for easy kills, deploying one in the mom site (then hiding a dozen stealth bombers to create mass carnage or warping in an even bigger PvP equipped fleet for the kills and the mom).

As it is an area classed as null sec space, even if it is in highsec, you can deploy bubbles and use dictors, with all the problems that would entail for point to point travel, and use bombs also which will be a problem for tightly grouped ships using the gate to warp in.

This list is what I thought of in a few minutes but I am sure the truly creative can think of all sorts of extra hazards that you will learn the hard way and wont be prepared for.



ahhh soudesuka ...

WUT ???

KanashiiKami
#396 - 2012-02-16 14:20:23 UTC
KanashiiKami wrote:
my ideas Big smile

1) rework sizes for max number of pilots in a fleet

VG - 8
AS - 14
HQ - 28
MOM- 50

why? smaller fleet sizes = faster fleet forming, improves the waiting time to play time. subscribers like more play time and not wait time. however this will increase the difficulty of a site run.

2) contesting site isk/LP should be shared according to total damage % dealt into site. this will help lower skilled fleets to enjoy the game instead of being constantly run over by fleets oversized with highly skilled DPS. is this a nerf to elite fleets? i do not see it that way, on the other hand, by doing so, a fleet will know how much more/less dps they did in a contest.

will this introduce more poorly skilled players into incursions? fact--> we are all poorly skilled once, it is up to the FC to select and form his fleet and sort out who he should have on his team. if he chooses a lesser skilled to run with, the fleet will have to live with it or hop to other fleets. fact --> with a smaller fleet size due to point 1, i do not think any FC will wish to try his luck.

3) with down sizing of fleet size, total sansha DPS output dealt to playerbase should decrease accordingly to ensure playability of sites

VG - -20% sansha total dps
AS - -20% sansha total dps
HQ - -30% sansha total dps
MOM- -30% sansha total dps

this would seem like a nerf BUT ... read on ...

4) with reduced DPS, ALL sites should introduce an extra special spawn that must be destroyed for site completion. new spawn introduced i will suggest be triggered after 2nd last site trigger is in effect.

the spawn will consist of 1xsmartbomb armed sansha cruiser (SB strength = 2.5x of a T2 medium SB @ 25km radius effect going at a 8 second interval), 1xsensordampener armed frig, that can target 2 simultaneous targets to cause 500% t2 scripted sensor dampening effect @ 12s interval range of 50km, 1xremoteshieldrep armed cruiser that will effect 500% remote rep capabilities of a med T2 remote shield rep on 1 target @ 10s interval. this spawn is a unique grp and will move in a formation no further than 5km from each other.

this spawn will have the following spawn grps per sites:

VG - 1 spawn
AS - 2 spawns
HQ - 3 spawns
MOM- 4 spawns

yes the repping capability might prove to be a challenge for beyond VG sites, and it is this therefore that will "prove" as a checking "trigger" of the minimum amount of dps a fleet should have and therefore the rep % should be tweaked according to real fleets nominal dps, the 500% i have suggested is an arbituary value it could be 1000% or 200% for all i know.

5) most of the above seem like more of a debuff to sansha spawns, therefore i will like to suggest all sansha spawns recieve their own combat booster/buffing BS hulled ship (non attacking entity) that will do the following non stacking bonuses:
VG - +150% shield HP
AS - +60% shield HP
HQ - +50% shield HP
MOM- +40% shield HP
this combat booster ship should be rendered invulnerable with shield resistances of 99%. and EHP +500% of normal sansha spawn. it may be plausible that this unit will become prime target in mom/HQ fleets.

with the increased HP, the role of the sansha remote repping ships should now be nerfed to only rep @ 20% capacity.

6) with the increased overall EHP of sansha + extra spawn. it is only natural that the site will now take MORE time to complete than usual. and therefore it is only logical that bounties of ISK/LP increase, and by that i would mean a total increase of 70% of bounties across VG, 100% for AS sites and a 150% increase for HQ site and 200% increase for MOM site.

MOM site no longer drops loot. but all MOM site pilot now recieve a tradable special insignia token that can be exchanged for special concord named items (that could be the random loot from the SC + some insane amt of LP?).

7) reconfiguration of a incursion cluster

each incursion spawn should now be as follows
VG - 99 sites (spread over 11 to 15 systems)
AS - 15 sites (spread over 5 systems)
HQ - 9 sites (spread over 3 systems)
MOM- 4 sites (spread over 2 systems)

and there is now only 1 hisec site, 1 losec, 1 nullsec. and each site can spawn over 3 adjoining constellations instead of 1.

50% of all initial spawned VG must be destoyed at least once to spawn AS sites, or wait 5days for AS auto spawn

100% of all initial spawned AS must be destoyed at least once to spawn HQ sites, or wait 7 days for HQ auto spawn

100% of all initial spawned HQ must be destoyed at least once to spawn MOM sites, or wait 9 days for MOM auto spawn. when MOM sites spawn, constellation wide all stargate, stations and VG/AS/HQ site-warpgates will be harrassed by a splash of 5-10 orkashu myelens, they do nothing but harrass with ecm. server restarts will spawn the rats if they are destroyed.

all 4 MOM sites must be destroyed to end the incursion and trigger LP payout. and MOM sites withdrawal time is set to countdown in 9 days. which means an entire incursion spawn will last maximum 18 full days

with the reduced fleet sized groupings, it is hoped to encourage more pilots to try AS/HQ sites.

with the increased number of pilots going into incursions, it is only logical that sansha now sends in more troops to occupy "our" space.

the above changes is hoped to encourage, a more focused fleet activity rather than just bulldozing thru sites. overall i would say difficulty of sites is increased. while survivability of sites is also up.


thank you for reading Big smile



so .... nobody have any comments to this? ... FCs? plz ? plz? lol

WUT ???

Kelduum Revaan
The Ebon Hawk
#397 - 2012-02-16 14:44:04 UTC
KanashiiKami wrote:
ShipToaster wrote:
*stuff*

ahhh soudesuka ...
What he failed to mention is that you have to be a significant distance from anything (including mission stuff, gates, stations etc) to be able to even anchor it, as well as that it's a proposal, nothing more, and about as likely to appear in-game without changes as any of the other suggestions there, such as the typical 'remove hisec' ones.
Roxwar
Republic Military School
Minmatar Republic
#398 - 2012-02-16 15:55:33 UTC
I suggest a change to the LP rewards.

Right now, regardless of system, you get concord LP. Thousands of players daily gaining obscene amounts has and will continue to devalue concord LP.

Solution? Make the LP reward random.

If your incursioning in Gallente space, you get LP randomly from one of the Gallente factions. Same thing for all the other 3 respective races and their space.

At least that way it halts the thinning out of concord LP value and encourages interest in other LP stores.

If this was implemented though, the various LP stores need a good updating to make them more attractive than what they are now.
StuRyan
Space Wolves ind.
Solyaris Chtonium
#399 - 2012-02-16 17:23:55 UTC
leave them Eve is not meant to be fair and when opporunities arise for people to work togther and take advantage of the mechanics that is what eve is about.
Endeavour Starfleet
#400 - 2012-02-16 18:32:28 UTC  |  Edited by: Endeavour Starfleet
Ammzi wrote:
Quote:
Endeavour's logic:

Fleet A = Lvl V skilled, officer fit faction ships
Fleet B = Lesser skilled T1 ships with t2 fittings

Force both fleets while in competition to kill ALL Sansha on grid.
This will for sure give Fleet B a larger chance at winning the site (lol wut!?)


You're such a clever little boy.


First of all traitor. Using the quote system like that is defamation.

2nd. The force complete is to remove some of the advantage the shiny fleets have. And also lower isk/hr of them enough so that more will go into the then upgraded Assaults and HQ fleets.

Leaving the Vangaurds for smaller fleets that aren't ready for the higher sites just yet.

And if that isnt enough you can add in a few extra spawns on the VGs. Point is nuking them with payout cuts is NOT the answer.

Roxwar wrote:
I suggest a change to the LP rewards.

Right now, regardless of system, you get concord LP. Thousands of players daily gaining obscene amounts has and will continue to devalue concord LP.

Solution? Make the LP reward random.

If your incursioning in Gallente space, you get LP randomly from one of the Gallente factions. Same thing for all the other 3 respective races and their space.

At least that way it halts the thinning out of concord LP value and encourages interest in other LP stores.

If this was implemented though, the various LP stores need a good updating to make them more attractive than what they are now.


The issue with this idea is that it would cause the value of LP from the mission runners to plummet even more. CONCORD LP value does kind of suck right now. Yet that means more will use it for its intended purpose which is rewarding the pilots with stuff the pilots will actually use.