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Expanding Faction Warfare and the Factions in them.

Author
Kelevra Menardi
Yesterday is History Today is a Gift
#1 - 2012-04-25 21:25:34 UTC
Big changes are coming to Militia Warfare, they are exciting and by design are supposed to be a bridge between low sec and null sec. I have every confidence that these will be great improvments but it left me asking "what about the other factions" and what about people who dont want to join a Empire but also dont want to join a null sec alliance yet or ever? Well what im proposing dosent actually answer that question, It just make s new Empires to join but what it does do is to give those who want to be in the middle between high sec and null sec a chance to make a name for themselves, in their own style without having to join a vanilla militia.

Sansha's Nation as a Militia is for those who want to have "ganktastic" fun griefing other militia's, taking their war to the very heart of Jita, Rens Dodixie and so on and then leave just as quickly as they came, resources raped from a region and a wake of wrecks behind them. The Sisters of Eve as a Militia becomes a wormhole and anti-Nation response Militia dedicated to maintaining diplomatic relations with all in New Eden by making Sansha's efforts harder and rebuilding in their wake. Finally all the Pirate Nations get some love and begin to feel like a proper home to all those who yell "yargh" in local right now. They get the chance to hold systems ransom and take bribes to leave people alone. Yet still can enter certain Empires space.

Sanshas Nation (FW/PVP): Sanshas Nation is a no brainer when talking about introducing a new Faction to FW. These guys would, by their very nature, be required to live in Sansha controlled low-sec/null-sec. They would be friendly to no one making this a perfect place for those players who like the whole "me against the world" play style and dare I say GOON's. Sansha's Nation pilots can run missions for the faction, same as any other faction, however unlike any other faction these missions would take you into high-sec (which actually is low sec for this faction).

Sansha's In Space

In space Sansha's Nation would act much like any other faction. They take missions for LP and trade that in to upgrade their systems like Militia's will soon be able to do or use these points to buy stuff from an LP store musch like current militias do. However individuals, corporations or alliances in this faction can also spend these LP points to "target a system" for Incursion. This would be much the same as the propsed idea for current militias that by using LP towards a system you can make the rewards from being in the targeted system even richer, this would also be used to actually spawn an Incursion in that area.

For example Sansha Corp X decides that those Caldari sons of bitches must die!!! Corp X opens up some sort of Militia panel much like the one that will most likely be used for the current militias. Corp X's CEO then tries to target Jita for an incursion but sees that the cost of launching an Incursion into Jita is just to damn high and so instead targets Intaki and has enough points to launch a small Incursion there. A timer is set with a count-down to "d-day" (no this is not an instant effect as scout ships have to get there and so on). As Corp X is preparing for the Incursion a few more Corps in Sansha's Nation decide to spend some LP to increase the NPC size of this Incursion. A day or two later the Incursion begins.

Player as well as NPC spawned Incursions will now have a "control bunker" of sorts which not only acts as an objective for enemy players to take out to stop your incursion but also acts as a "jump portal" for Sansha players to "spawn" at instead of long treks through hostile space. Remeber if you are in Sansha's Nation all Empire space will now act like low sec to you except that Empire Navys will fire on you. CONCORD however will only act against you if you gank just like they do now unless there is an Incursion in which case you are considered at war with that system and CONCORD will not step in eve if you are ganking every care-bear in system. Of course this means that everyone in system can attack you right back but chances are if you are in this faction you are ok with that.

Now goals are important and if we didnt have goals to achive then why the hell even do a thing. In MIlitia FW you are flipping systems from one empire to another, that and PvP are your goals. While it might be cool to see Jita become part of Sansha's Nation, lets face it that wont happen, CCP would never allow it and the agro QQ from care-bears would drown out even The Mittani ability to flourish on tears. So what is the point of launching an Incursion? Biomass. Yes I said Biomass. This new item is much like current dog tags that drop off of faction ships right now and would sell in the same way as this would be the currency used by the Nation instead of dog tags towards things like ships ect in the LP store. Biomass are living people who will be converted into Salves for the nation and can be gathered in a few ways. You can destroy other players ships, NPC Navy ships and from planets in two ways, one of which is a via a new deployable item much like a customs office that is anchored over planets ill call a "Slave Pin" for now.
(please allow me to finish posting it all)
Kelevra Menardi
Yesterday is History Today is a Gift
#2 - 2012-04-25 21:27:04 UTC
The Slave Pin acts as a "moon miner" of sorts for a player where it will gather X biomass per hour while it is still intact. It is attackable by players, must be unloaded (ie the biomass does not magically transfer from the "slave pin" to your cargo hold) and the amount that they harvest can be multiplied by contracting boots on the ground. Multiple "slave pins" can be deployed on a given planet but after a certain amount the amount of biomass gathered does start to diminish per slave pin so it would be wise for corps to assign planets to individuals or alliances to assign planets to corps ect. These Slave Pins will be vulnerable to attacks from the ground via DUST 514 so again boots on the ground is good.

An Incursion is defeated when enemy players come into the complex where the "control bunker" is and destroyes it. Keep in mind that unlike the current control bunkers for Militia FW, this one has teeth. It may be something as small as a NPC POS fully loaded with guns, ewar, scrams ect to a fleet escorting a Revenant. The AI in the complex is true Incursion AI so no matter what this isnt a push over operation. The POS, Revenant or whatever the "control bunker" is will be dockable to players in that faction in that you can store and swap ships at the control bunker however there will be a limit to m3 available to a person, corp or alliance depending on the size of the complex. Once the Complex has been destroyed by enemies Nation pilots must then make their way home using jump gates so their is potential for losing a lot of ISK (both because of everything you had stored in the complex and the current ship) but if you think of the rewards of how much say a Nightmare runs for and how cheap MIlitias get their faction ships for there is profit to be made here.

Sansha's on foot

An Incursion in space is underway and now the Nations ground troops are being deployed. As stated above ground troops are the best way to multiply the Biomass you recieve as a Eve player from your slave pins. Pretty much they are slaver squads on the ground gathering people and putting them on transports to be hauled up to the slave pins. As I am all about proposing new mods and items im about to throw some more into the mix. In order for that Biomass to be any good to a Nations player, they have to make it to the slave pin alive. As such a new series of weapons would be available to DUST players in the form of Null-guns, null-cuffs and null crowns. These are non-leathal weapons that are usedon NPC's as well as enemy DUST players and if used count towards Biomass that can be traded from DUST to Eve. Also everytime you place a null-cuff or null-crown on a player or NPC this helps the slave pins multiplier.

Nation Pilots will be able to assign a new contract type (ie game mode) to a planet for DUST players called "Incursion". In the Incursion game mode there isnt the typical MCV vs a complex that we have seen from bigger game map previews for DUST but would rather call for CCP to make some city maps. Nation soldiers are tasked with making their way to certain areas like shelters, municiple buildings, churches ect where people would seek sanctuary during a raid, enter the buildings and use their null devices to subdue NPC's with in and then escort the NPC's to shuttles to the slave pins.

On the adverse side non-Nation players will be tasked with defending these NPC spawn points from the Sansha or destroying shuttles BEFORE they are loaded with the NPC's. non-sansha players will recieve a negative penalty for killing NPC's (you are there to rescue not slaughter) however will recieve a HUGE bonus the every NPC they help rescue, however using null-weapons against Nation players and the slaves would not count against non-Sansha players though Null-weapons would probably be less effective against DUST players then the standard weapons (ie those dropsuits have ECM shieldings against null weapons.). Most likely Incursion mode would have tickets like a team death match type of game but unlike team death match the tickets arent for players but rather NPC's to be rescued/enslaved and when all the tickets are gone the side with the most slaves or recued NPC's on their side wins.




(Still not done)
Kelevra Menardi
Yesterday is History Today is a Gift
#3 - 2012-04-25 21:28:15 UTC
Sisters of Eve (FW/PvP): This one is a bit trickier by the very nature of whom the Sisters are. They are a peaceful faction that has no pre-existing vehicles in game at the moment. They do not conquer but rather are a sort of United States Coast Guard in space mixed with Centers for Disease Control and throw in the Red Cross for giggles. So how to make them a viable FW/PVP orginization and stay true to who they are...you cant...not really, but you can do other things to make them fun to play as a faction. The people who would play Sisters are people with really ****** security standings who want to raise them and care-bears looking for something new to do.

Sisters in space

Again the question is "how do we make this a pvp viable FW choice" and again the answer is "not very easily". By their nature the Sisters of Eve are non-violent and so these guys would have to be logistics in nature of how they would engage in pvp. All of their ships, none of which currently exist with the exception of the Echelon need to do some very simple things. They would need to be great scanning ships, good at repping either shields or armor and have Ewar and be the only ships to use Tier3 (not tech 3) warfare links. They would have guns of some sort but these would almost be an after thought. As Every current faction in Eve has an arch-enemy, so to would the Sisters and that enemy is Sansha's Nation. It seems strange that perhaps the most carebear in nature Faction would be pitted against what would most likely turn into the most ganktastic griefer faction but it makes sense from a lore sense.

Sisters of Eve, upon joining, instantly makes your negative sec status and empire status null and void. When flying for the Sisters the Amarr Navy, for example, will not see a person who has flown in Minmatar Militia as a criminal. After flying with the Sisters, doing Faction Missions and so on for awhile you will begin to reset your negative standings to zero, this will have no effect on your positive standings however unless you spend LP to build the positive standings. Sisters faction missions (ie PvE) is based around scanning down complexes, fighting off rouge drones or NPC pirates attacking the complex and then repping said complex. Also scanning down cosmic anomylies (sp?) and gathering rare ores, minerals moon goo ect will be in the mission types, building stuff and researching. Pretty much Sisters in PvE are like any mining, R&D branch of any other faction with a few security departments. Their LP store will of course have Sisters Scanners, Sisters Probes ect as well as their new line of ships aswell as some new stuff for their new role.

When it come to PvP, as my vision of the Sisters are as a very Carebear centered group that has some people who are trying to rebuild sec status, the Sisters will only fight against Sansha's Nation, either when the Nation has launched an Incursion (player spawned or NPC it dosent matter) or they can launch assualts on Sansha NPC space, however the roles they play in these matters are diffrent play styles completely.

When Sansha's Nation launches an Incursion, Sisters of Eve players can spend LP to launch an "Embargo". An Embargo spawns a complex much like the Sansha's, however unlike the Sanshas this complex acts much like an "off-grid" fleet booster to Sisters. Through the use of their ships (designed specifically for this role), the Sisters can project these bonuses, which are pretty much nullifiying the negative effects of a Sansha Incursion to some degree, to Non-sisters fleets that they join to counter the Incursion. Sisters ships (whos bonuses are only in use if flown by someone who is actually in the faction) recieve a special boost to their warfare modules, EWAR, Logi and scan probes when in an Incursion region or Sansha controlled space but no other place so this make them the ultimate group of people to call when an Incursion happens even though their faction ships lack DPS.

When a sisters corp or alliance wants to act aggresivley against the Sansha they can, much like the Sansha themselves, they can spend LP to launch a "Marticulation Incursion" against Sansha controlled systems. This Incursion applies negative modifiers to Sansha while in their space unlike the previous example where it applied positive modifiers to friendly fleets and players. Again this spawns a complex and, much like a Sansha Incursion, this complex depending on its size will range from a small POS in size to the Sisters version of a Capital Ship called the Hospitaller (which will also be available only from the Sisters LP store). From here they will attempt to deploy Marticulation Barges (much like Slave Pins or customs offices) from which they will harvest Biomass which in this case represents freed slaves from Sanshas Nation. Like slave pins they can be destroyed and must physically be emptied to claim. Biomass is used at the LP store for Sisters like it is for Sanshas Nation or Dog Tags at Militia Stores. Like a Sansha Incursion, boots on the ground, in this scenario does allow for a multiplier to the amount of Biomass a Marticulation Barge produces.

(almost there I promise)
Kelevra Menardi
Yesterday is History Today is a Gift
#4 - 2012-04-25 21:29:52 UTC
Finally there is another aspect to the Sisters of Eve gameplay that makes them uniqe. After a raid by Dust players happens to a player, corp or alliances planets happens we know that damage is left over from the attack. players, corps or alliances can contract Sisters of Eve players, corps or alliances to come to their worlds and launch a Disaster Relife Center. The DRC is a deployable item like a Cutoms office, Slave Pin or Marticulation Center that will reduce the time it takes to make a district reusable. Like the above mentioned Sisters of Eve DUST players on the ground will add a positive modifier to this time.

Sisters on the Ground.

Sisters players are able to take part against Sansha's Incursion mission, or launch their own varient, on the ground and their space borne allies have access to a special "faction only" orbital bombardment weapon called a nuero-cannon (ranging in size and effectivness from frigates to the Capital Ship Hospitaller type). This Cannon instantly nullifies NPCs in the area it was used as well as has a chance to temporarily knock out DUST players (yes this includes Sisters players who happen to be in the radius) without any destruction to the buildings or vehicles in the area. This weapon can only be mounted on Sisters ships and only used by Sisters of Eve.

The second type of Sister mission is is the Disaster Relife Mission type. This mission focuses on a MCV commander going to the target district and deploying things like air scrubbers, water purification plants, shelters and so on. Sisters on the ground defend these deployables from waves of either NPC pirate raiders or Players. The Enemy players have a ticket count and must attack these structures, plant explosives and destroy them. Also the enemies are able to deploy AA guns to destroy the MCV. Upon the game starting the MCV will have four structures ready to deploy. The commander deploys them as he/she sees fit then presses a ready button at which point both teams spawn. Every so often a new structure is available to deploy to the commander. The objective of the Sisters is to deploy 10 structures or so depending on the size of map and so on and defend them until they are all deployed and run down the ticket count of the enemy. The objective of the enemy is to destroy all the structures on the ground before the next one can be built and deployed or to use their AA guns to destroy the MCV before all structures are deployed.

For every structure that the enemy destroys, after the initial four deployed, the enemy recieves extra tickets to their ticket count. Pretty much this is Rush game style if you have played BF3 with a little bit of a twist.

Pirate Fations (FW/PVP): What can I say, we all know these guys, we all fly their ships and we all know that Cartel Fation players would be at war with Minmatar Militia, Blood Raiders would be at war with Amarr, Guristas would be at war with Caldari and Serpentis would be at war with Gallente. Of course thats not to say Cartel wouldnt attack Amarr and take a system from them or work with Minmatar from time to time and so on. Whats More these guys, unlike Empire Militia's, would be able to take NPC space from other Militias. So Guristas could attack say Serpentis space, or Sansha's Nation space, flip it and call it their own.
Pirates in space

Like any faction these guys can run missions, run plexes to flip systems (something that Sansha and Sisters FW cannot do). They are nothing new in the sense of what they can do as a faction save for the above stated fact that they dont need to only flip their enemy Militia States contestable systems, they can go after any contestable system. This makes the Pirate Militias the "missing link" between null sec and low sec that CCP says it is looking for. Whats more, on a Militia basis, a pirate from say the Blood Raider may be a criminal in Amarr but they can still pass through other empires unless of course their corp or alliance flips a system owned by another empire at which point that corp/alliance will be considered at war with that Empire until said system is returned to that Empire.


(Really, almost done)
Kelevra Menardi
Yesterday is History Today is a Gift
#5 - 2012-04-25 21:30:56 UTC
What that means is that a Corp/Alliance could really screw itself in relations to a Empire if they take a system and then lose it to say another pirate faction. Even though they no longer own the system, the Empire in question still holds the first pirate militia responsibile as much as they hold the new pirate corp responsible. So if your alliance commits to taking a system from an Empire across New Eden you may want to ensure you have the means to hold it yourself or have some good backing from others in your faction. LP is used just as it is in the proposed expansion to FW where you can use it to re-enforce a system your militia owns or at the LP store. The only real new addition here would need to be a Pirate capital to rival the Sansha's Capital or the Hospitaller that goes along the lines of a Cartel gallente/minmatar Super Carrier.

Pirates on foot

Actually this would be no diffrent from what Empire Militias can do. Nothing new in the way of game play or modes. There might be specific Pirate faction weapons but unlike Sisters weapons I would suspect that a Blood Raider could just as easily use a Guristas weapon as their own.


(Next one really will be the last)
Kelevra Menardi
Yesterday is History Today is a Gift
#6 - 2012-04-25 21:31:39 UTC
FAQ responses to your replies.

(SOON tm)