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FW: rebalancing NPCs and you

First post First post
Author
Linna Excel
Center for Advanced Studies
Gallente Federation
#21 - 2012-05-14 03:39:31 UTC
CCP Ytterbium wrote:

Cut their respawn numbers - they should be used as an activity if there is no PvP going around, but not impair PvP when it is happening


That idea is pretty carebear.

You want to gank someone, best time to do it is during or just after a fight while he's at his weakest. That's how dirty PvPers do it, so that's how NPCs should to if you want to make them more realistic. These guys should spawn during or towards the end of a PvP battle. Uncloak with their stealth bomber and shove a few torpedoes up the winners tail pipe. Maybe make finding the cloaked NPCs a game within the game.

If you want to win a war, sometimes you need to use dirty tricks and the more you are losing the dirtier you should be.


Quote:
Possibly use them to assist a losing faction; for example, have tougher NPCs than usual spawn for a faction with less solar systems, or attack opposing members at gates (not neutrals)


In theory I like this one to a degree. For instance are we talking about hotdropping an NPC carrier or twelve on the winning side for the LULZ?





Quote:
What about the standing mechanic that govern NPC attack behavior? When do you feel they should engage you? Low standings?


A lot of people won't do FW primarily because it kills your faction standings with the other side. Food for thought.
Andre Vauban
Federal Defense Union
Gallente Federation
#22 - 2012-05-14 14:55:09 UTC
Veshta Yoshida wrote:
NPC's could all be the grossly overpowered Concord vessels if only the AI/behaviour was coded right. Not sure if the actual ships need much changing at all to be honest, eWar could do with a downwards tweak but I am hoping that the eWar revision will make any such change pointless .. you are still planning on revising eWar I take it?

Have them protect that which they were meant to first and foremost .. the complex, aka. timer, instead of everything with the proper standings.

- If a person enters capture range (CR), check standings, if hated -> shoot him down.
- If a person leaves capture range, but has taken no hostile action -> keep him locked but do nothing further.
- If more than one with hated standings are in CR, then use threat list akin to the one used by Incursion Sansha.
- If a person is in plex but not in CR, lock him up -> do nothing further.
- If a person is in plex but not in CR and takes hostile action against guards -> shoot him down but never leave striking distance of timer which is to be protected.
* Basically have them ignore anyone who is not a direct threat to the plex or its personnel.

Add some sentries around the timer to assist with LR targets (especially in Gallente plexes where NPC weapons are worse than BB guns) and to make the solo AB frig capture an impossibility. It is a military installation damnit, surely they have some gun emplacements .. even the smallest of the small pirate installations have some defensive guns in place!

The NPCs are now something to do when no pew is present and they don't interfere with the pew when it is (provided it doesn't happen on the timer Big smile).


^This is a good idea. Additionally, make all the NPCs have uniform damage and range. The NPCs should have no EWAR, no webs, no points, no neuts, just damage.

As far as FW complexes go, increase the base capture time on all the plexes. If there are no hostile NPCs left on the grid, the timer counts time 3-5 times faster than normal. Defensive plexes should still get the base capture times as they are today.

.

Gevlin
Pator Tech School
Minmatar Republic
#23 - 2012-05-14 19:04:39 UTC
yest a mecahnic to taunt your enemy - the lower your faction the more aggro you make when you fire.

Someday I will have the time to play. For now it is mining afk in High sec. In Cheap ships

Galphii
Caldari Provisions
Caldari State
#24 - 2012-05-15 04:00:38 UTC
You could use the FW NPC's as a testbed for adjusting all rats in EvE; Bring their stats up to 80% of a player's ship, give them pvp fittings (based on the current modules, not the ancient variants of things like sensor damps or 80km torpedo launchers) and the sleeper AI (or at least the AI we see npc's use in 'Worlds Collide' where they aren't quite as intelligent). And yes, fewer NPC's in each location, fewer still if there are players fighting each other, 'cause that's more important.

"Wow, that internet argument completely changed my fundamental belief system," said no one, ever.

Cearain
Plus 10 NV
#25 - 2012-05-15 19:17:27 UTC
Kurai Okala wrote:
Milton Middleson wrote:
If we don't want NPCs messing up PvP (I don't), but don't want to ditch them entirely (I don't), a possible solution would be to make the plex have two rooms: one with the NPCs and one with the actual plex timer. Hostile militia that warp to the plex and take the accel gate in wind up in the first room and need to kill all the NPCs to unlock a second gate. Friendly militia just go straight to the final room. (This also gives an advantage to defenders who respond quickly or attackers who can clear the NPCs quickly).

This doesn't solve the issue of NPC difficulty/numbers, but it does mean that you're not going to lose a fight because the rats had you webbed or TDed. It also prevents people from AFK speed tanking plexes, since you will have to kill the rats.


Mixing NPCs with PVP has always seemed like a bad idea to me but I don't want to see FW NPCs removed all together either so I like this idea.

Also, another +1 to reducing NPC numbers but improving their AI to make them mimic PVP. I don't think FW players should have to gimp their PVP effectiveness to effeciently deal with enemy NPCs (get those PVE fits out of a PVP feature)



Improve their ai if you want but make them easy to kill. IMO ccp should use npcs only where absolutely necessary. If they aren't absolutely necessary then get rid of them.

This is a mmo people should be deciding the outcome of wars not spawns of npcs.

Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815

ostar ostar
Perkone
Caldari State
#26 - 2012-05-15 20:20:59 UTC
A few ideas here:

  • Have scrambling NPCs on gates/stations/customs offices, whose numbers and firepower scale inversely with how much territory you control, and scale linearly with how close to friendly highsec you are, and how upgraded the system is. This makes it easier to defend systems when you are losing (all the NPC dudes fall back to hold the line), on home turf or have a more upgraded system, which makes sense to me. The customs office thing just makes plain sense; why would they let an enemy harvest planet resources? Tie this to DUST, so that this goes away if the dusties win a planet, stays if they don't, and it'll be nice.

  • Also make sentry guns of FW corp stations fire on FW targets (why, fiction-wise, wouldn't they?) which is little more than an annoyance, as they can be tanked pretty easy in a BS anyway. Possibly make a system upgrade more sentries on stations, only these particular ones only fire on FW targets, or neutrals attacking friendly FW members. Again, makes sense, gives incentive to upgrade your system, which is nice.

  • Upgrade the spawns in plexes to faction-police grade spawns, but only very few, and have them spawn constantly so long as you are attempting to capture it. Augment them with sleeper AI (somebody mentioned a very good aggression management idea for NPCs, do that please) so that they provide a challenge, but if you know how and bring one or two friends, they'll die pretty quick. This means with the right tactics/gang it can be beaten, but if you charge in solo, guns blazing without any kind of strategy expect to die very, very quickly. With a small gang they'll be pushovers, at which point it's over to the players to save the complex and stop the enemy gaining influence over the system.

  • NPC fleets, including capitals, at the IHub once it becomes venerable. So what, they're meant to just sit back and watch themselves lose sov? Erm, not very realistic; i'm not getting a sense of conflict here. Where is the home-field advantage? Where is something NOT a structure grind? I wouldn't mind structure grinds, but mix it up, make it a proper siege, fending off players and NPCs for just long enough to convert sov. It makes victory more satisfying rather than the current: 'oh, we won. That's nice' not-very-gratifying sensation, and makes it actual effort rather than 'stare and hit f1-f8, maybe change targets if something warps in.'

  • Note: Ideas aren't serious, just ideas floating around in my head. No idea if they're any good, just throwing them out here for discussion.
    Cearain
    Plus 10 NV
    #27 - 2012-05-15 20:25:59 UTC
    X Gallentius wrote:
    Kurai Okala wrote:


    Mixing NPCs with PVP has always seemed like a bad idea to me but I don't want to see FW NPCs removed all together either so I like this idea.

    Also, another +1 to reducing NPC numbers but improving their AI to make them mimic PVP. I don't think FW players should have to gimp their PVP effectiveness to effeciently deal with enemy NPCs (get those PVE fits out of a PVP feature)

    I disagree. Having NPCs in fights can give a numerically inferior group of players a chance at defeating a better squad on paper. These are actually pretty fun fights and offer some variety in engagements. Their effect on the plex fights, however, should simulate normal pvp as much as practicable. For example, fighting against large numbers of ewar is not realistic nor fun.



    I only got a pvp fight one time due to rats. I have had about 50 times where rats blocked or ruined the pvp opportunity.

    Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815

    Hrett
    The Scope
    Gallente Federation
    #28 - 2012-05-16 14:07:06 UTC
    Cearain wrote:
    Kurai Okala wrote:
    Milton Middleson wrote:
    If we don't want NPCs messing up PvP (I don't), but don't want to ditch them entirely (I don't), a possible solution would be to make the plex have two rooms: one with the NPCs and one with the actual plex timer. Hostile militia that warp to the plex and take the accel gate in wind up in the first room and need to kill all the NPCs to unlock a second gate. Friendly militia just go straight to the final room. (This also gives an advantage to defenders who respond quickly or attackers who can clear the NPCs quickly).

    This doesn't solve the issue of NPC difficulty/numbers, but it does mean that you're not going to lose a fight because the rats had you webbed or TDed. It also prevents people from AFK speed tanking plexes, since you will have to kill the rats.


    Mixing NPCs with PVP has always seemed like a bad idea to me but I don't want to see FW NPCs removed all together either so I like this idea.

    Also, another +1 to reducing NPC numbers but improving their AI to make them mimic PVP. I don't think FW players should have to gimp their PVP effectiveness to effeciently deal with enemy NPCs (get those PVE fits out of a PVP feature)



    Improve their ai if you want but make them easy to kill. IMO ccp should use npcs only where absolutely necessary. If they aren't absolutely necessary then get rid of them.

    This is a mmo people should be deciding the outcome of wars not spawns of npcs.


    The rats are necessary to prevent farming now. The problem is, they are unbalanced across the races.

    Here is the best example I can think of - last night one of my corpies chased off a solo condor that was speed tanking a gallente major. I have seen km of these ships in the past, and many of them dont even fit guns - just an overdrive or two. People are now just going to go to backwater systems and run buttons for 30k LP with solo condors or atrons on unskilled alts. PLEASE DON'T LET THAT GO LIVE. I cannot tell you how many ways i have heard to exploit this already. I have 3 suggestions that might fix it:

    1. Give all races frigate and cruiser rats that can hit frigates. Ships that have light missiles and/or painters. Some should spawn with wach wave. It wont make them impossible to run with frigates, but it will make people have to kill the rats. Solo or dual boxed unskilled frigs should not be able to speed tank plex.

    2. Even easier - make it so a plex will not complete or award LP unless all rats have been killed. This won't require changing the rats at all.

    3. Award LP for both offensive and defensive plexing, but ONLY when a system is contested. This will prevent farming by making conflict systems where players will gather and fight and prevent people from afk farming backwater systems.

    Honestly, I think it should be a combination of #2 and 3 above.

    spaceship, Spaceship, SPACESHIP!

    Cearain
    Plus 10 NV
    #29 - 2012-05-16 14:25:09 UTC  |  Edited by: Cearain
    Hrett wrote:
    Cearain wrote:
    Kurai Okala wrote:
    Milton Middleson wrote:
    If we don't want NPCs messing up PvP (I don't), but don't want to ditch them entirely (I don't), a possible solution would be to make the plex have two rooms: one with the NPCs and one with the actual plex timer. Hostile militia that warp to the plex and take the accel gate in wind up in the first room and need to kill all the NPCs to unlock a second gate. Friendly militia just go straight to the final room. (This also gives an advantage to defenders who respond quickly or attackers who can clear the NPCs quickly).

    This doesn't solve the issue of NPC difficulty/numbers, but it does mean that you're not going to lose a fight because the rats had you webbed or TDed. It also prevents people from AFK speed tanking plexes, since you will have to kill the rats.


    Mixing NPCs with PVP has always seemed like a bad idea to me but I don't want to see FW NPCs removed all together either so I like this idea.

    Also, another +1 to reducing NPC numbers but improving their AI to make them mimic PVP. I don't think FW players should have to gimp their PVP effectiveness to effeciently deal with enemy NPCs (get those PVE fits out of a PVP feature)



    Improve their ai if you want but make them easy to kill. IMO ccp should use npcs only where absolutely necessary. If they aren't absolutely necessary then get rid of them.

    This is a mmo people should be deciding the outcome of wars not spawns of npcs.


    The rats are necessary to prevent farming now. ....


    Well with these changes we should have better intel as to where plexes are being run so players can stop the farming. Plus players will have an added incentive to stop plexing if they strongly tie in the lp upgrades to the 16x lp cost multiplier.

    So I do not know that rats are necessary to prevent farming after the inferno changes. Certainly ccp could continue to improve the militia intel tools and the incentives to stop plexers so that rats would be completely unnecessary. That would make for a much better game.

    Few are proud that they are the carebear pver in this game. So making faction war more of a pve activity is not going to help it.

    Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815

    Dirk Smacker
    Caldari Provisions
    Caldari State
    #30 - 2012-05-16 17:10:56 UTC
    One thing I believe is needed is you should have to clear the npc's for an offensive cap to occur.

    And I like the ideas in the OP.

    I guess once you have a signature, you cannot have a blank one.

    Dirk Smacker
    Caldari Provisions
    Caldari State
    #31 - 2012-05-16 17:13:44 UTC
    CCP Ytterbium wrote:

  • Possibly use them to assist a losing faction; for example, have tougher NPCs than usual spawn for a faction with less solar systems, or attack opposing members at gates (not neutrals)
  • [/list]

    OK, I have to ask why they wouldn't attack neutrals? They should gets aways from our wars.

    Unless you were planning on only having FW able to activate gates?


    I guess once you have a signature, you cannot have a blank one.

    Cearain
    Plus 10 NV
    #32 - 2012-05-17 14:03:24 UTC
    CCP Ytterbium wrote:

  • Possibly use them to assist a losing faction; for example, have tougher NPCs than usual spawn for a faction with less solar systems, or attack opposing members at gates (not neutrals)
  • [/list]



    I would be against this. Try to put some sort of balance in the systems so players will continue to fight for both sides. Don't make it so everyone joins one side and then just does pve against rats.

    Please look at data on incursions. When incursions go to a low sec system does the amount of pvp there increase or decrease? If it decreases then please reduce the influence of npcs in faction war.

    Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815

    Cardano Firesnake
    Fire Bullet Inc
    #33 - 2012-05-21 11:12:33 UTC
    The anomalies, and the missions are boring.
    Nearly as boring than mining.

    Missions and anomalies should be more dynamic even if the ISK/Time must not be too hard.

    More different missions and anomalies with similar level of gain is a priority.

    Distribution and Mining missions must be as lucrative than security missions give players more way to gain isk.

    Posted - 2010.07.01 11:24:00 - [4] Erase learning skills, remap all SP. That's all.

    Serina Tsukaya
    Dropbears Anonymous
    Brave Collective
    #34 - 2012-05-22 11:47:16 UTC
    The idea of using npcs to assist a faction that is struggling is a good idea. It would mean that taking all of the space of a faction becomes more difficult. And given how many people prefer one race over another, this would artificially balance power between the factions in a positive light. No one would want to join the war on the side of the gallente if they've lost all their systems.
    Veshta Yoshida
    PIE Inc.
    Khimi Harar
    #35 - 2012-05-22 16:49:47 UTC
    Problem with using NPCs as a balance tool is that you risk forcing a winning side to field ever more people just to deal with the 'distractions' which will cut into the pew side of things .. will be even more true if they ever get around to balancing the NPCs themselves ... I say "if" because 'lol' CCP SoundFail is in charge so chances are the navy rats start dropping navy bpcs and get bounties attached "because then people will want to shoot them and they are no longer an obstacle to pew!!!1111"

    As for joining a losing side .. LP will be easy as hell to acquire just from plexing (semi-AFK activity for the most part) .. so easy in fact that even if you have the atrocious x1/4 modifier you will probably still be able to make a tidy profit.
    Whole thing depends on whether or not the "winners" aggressively pursue and have nigh constant numerical superiority .
    Shallazar
    Deep Core Mining Inc.
    Caldari State
    #36 - 2012-05-24 11:38:41 UTC
    Hrett wrote:
    Cearain wrote:
    Kurai Okala wrote:
    Milton Middleson wrote:
    If we don't want NPCs messing up PvP (I don't), but don't want to ditch them entirely (I don't), a possible solution would be to make the plex have two rooms: one with the NPCs and one with the actual plex timer. Hostile militia that warp to the plex and take the accel gate in wind up in the first room and need to kill all the NPCs to unlock a second gate. Friendly militia just go straight to the final room. (This also gives an advantage to defenders who respond quickly or attackers who can clear the NPCs quickly).

    This doesn't solve the issue of NPC difficulty/numbers, but it does mean that you're not going to lose a fight because the rats had you webbed or TDed. It also prevents people from AFK speed tanking plexes, since you will have to kill the rats.


    Mixing NPCs with PVP has always seemed like a bad idea to me but I don't want to see FW NPCs removed all together either so I like this idea.

    Also, another +1 to reducing NPC numbers but improving their AI to make them mimic PVP. I don't think FW players should have to gimp their PVP effectiveness to effeciently deal with enemy NPCs (get those PVE fits out of a PVP feature)



    Improve their ai if you want but make them easy to kill. IMO ccp should use npcs only where absolutely necessary. If they aren't absolutely necessary then get rid of them.

    This is a mmo people should be deciding the outcome of wars not spawns of npcs.


    The rats are necessary to prevent farming now. The problem is, they are unbalanced across the races.

    Here is the best example I can think of - last night one of my corpies chased off a solo condor that was speed tanking a gallente major. I have seen km of these ships in the past, and many of them dont even fit guns - just an overdrive or two. People are now just going to go to backwater systems and run buttons for 30k LP with solo condors or atrons on unskilled alts. PLEASE DON'T LET THAT GO LIVE. I cannot tell you how many ways i have heard to exploit this already. I have 3 suggestions that might fix it:

    1. Give all races frigate and cruiser rats that can hit frigates. Ships that have light missiles and/or painters. Some should spawn with wach wave. It wont make them impossible to run with frigates, but it will make people have to kill the rats. Solo or dual boxed unskilled frigs should not be able to speed tank plex.

    2. Even easier - make it so a plex will not complete or award LP unless all rats have been killed. This won't require changing the rats at all.

    3. Award LP for both offensive and defensive plexing, but ONLY when a system is contested. This will prevent farming by making conflict systems where players will gather and fight and prevent people from afk farming backwater systems.

    Honestly, I think it should be a combination of #2 and 3 above.


    I've only been in FW a week and the above seems to be one of the most annoying issues when watching a Vigil able to go and complete an Amarr Major Outpost solo. It is quite a crazy situation, devalues the game and should be fixed asap.

    As the above poster suggested in point 2, it would be a very easy change to make capture dependent on killing all the npc's and running the timer. There are a lot of other ideas that can be evaluated, and just this one change will not fix the issue completely, but I it must be very easy to implement, as many missions work in this way.

    It would also make the mechanics more logical, as it is not very realistic to suggest an outpost/plex is caputured if the guarding fleet is still intact. They would just capture it back!!!!! Maybe the timer shouldn't even start counting until the fleet starts being attacked.

    Shall.
    Condor Amarr
    Vanishing Point.
    The Initiative.
    #37 - 2012-05-24 11:52:02 UTC
    Veshta Yoshida wrote:
    NPC's could all be the grossly overpowered Concord vessels if only the AI/behaviour was coded right. Not sure if the actual ships need much changing at all to be honest, eWar could do with a downwards tweak but I am hoping that the eWar revision will make any such change pointless .. you are still planning on revising eWar I take it?

    Have them protect that which they were meant to first and foremost .. the complex, aka. timer, instead of everything with the proper standings.

    - If a person enters capture range (CR), check standings, if hated -> shoot him down.
    - If a person leaves capture range, but has taken no hostile action -> keep him locked but do nothing further.
    - If more than one with hated standings are in CR, then use threat list akin to the one used by Incursion Sansha.
    - If a person is in plex but not in CR, lock him up -> do nothing further.
    - If a person is in plex but not in CR and takes hostile action against guards -> shoot him down but never leave striking distance of timer which is to be protected.
    * Basically have them ignore anyone who is not a direct threat to the plex or its personnel.

    Add some sentries around the timer to assist with LR targets (especially in Gallente plexes where NPC weapons are worse than BB guns) and to make the solo AB frig capture an impossibility. It is a military installation damnit, surely they have some gun emplacements .. even the smallest of the small pirate installations have some defensive guns in place!

    The NPCs are now something to do when no pew is present and they don't interfere with the pew when it is (provided it doesn't happen on the timer Big smile).



    This, but I would add:

    ALL NPC within a plex must be destroyed before the plex is captured. There is no way you should be able to capture a plex from "under the nose" of the Navy assigned to protect it. If we can't dock in their space, we sure as hell shouldn't be able to steal their system while they sit and watch.

    I also think you have gone about this in the wrong order. You have implemented the new Sov system, whilst still working with a broken (horribly broken actually) capture mechanic.
    All this is going to do is mean that certain factions will continue to have an advantage (IE - capture the remaining systems) and THEN the NPC balance will be implemented... Which is pointless, as they will already own all the space.
    RaptorXL
    Caldari Provisions
    Caldari State
    #38 - 2012-05-27 04:19:33 UTC
    Morwen Lagann wrote:
    A common and recurring complaint I hear from friends in FW is summed up pretty easily in two words: NPC EWAR.

    More specifically:
    Amarr Militia: "OMG my frigate is suddenly a stationary battleship because the Minmatar NPCs have hax webifiers and target painters!"
    Caldari Militia: "OMG I can't target anything because the Gallente NPCs are damping my targeting range down to 5km!"
    Gallente Militia: "OMG I can't target anything because the Caldari NPCs are permajamming me!"
    Minmatar Militia: "OMG I can't hit anything because I was already fighting in falloff and the Amarr NPCs are tracking distrupting me!" (alternatively: "lol, tracking disruption doesn't work on stealth bombers, n00b NPCs")




    This. Fix all NPC's, missions too while you change the FW. This is a problem everywhere.
    Mra Rednu
    Oyonata Gate Defence Force.
    #39 - 2012-05-27 08:44:07 UTC
    Hrett wrote:
    1. Give all races frigate and cruiser rats that can hit frigates. Ships that have light missiles and/or painters. Some should spawn with wach wave. It wont make them impossible to run with frigates, but it will make people have to kill the rats. Solo or dual boxed unskilled frigs should not be able to speed tank plex. 2. Even easier - make it so a plex will not complete or award LP unless all rats have been killed. This won't require changing the rats at all. 3. Award LP for both offensive and defensive plexing, but ONLY when a system is contested. This will prevent farming by making conflict systems where players will gather and fight and prevent people from afk farming backwater systems. Honestly, I think it should be a combination of #2 and 3 above.


    Idea's here would work, main thing and we been saying this for years is balance the rats, a vigil should not be able to capture all Amarr plex's OR make it so the Amarr can run all the minnie plex's with a t1 shitfit frig.

    It's been the case where we need to put double the numbers into a plex to cap it because of the npc ewar and then get reports of a t1 frig capping a major next door, we been fighting against the tide for so long now that tbh a lot of us are resigned to the fact that CCP will balance the rats only once it is too late and the last systems have fallen or perhaps switch it for a few years so we can cap systems with untrained alts and the other side need to field proper ships and see how that goes, that would be proper balance wouldn't it :P

    I'd personally favour all rats got to be killed I think do away totally with the ewar aspect from the rats as well, if pvp is going to happen the rats should provide additional dps but not ewar, you want ewar you bring it you're self.
    Atfal alNudjum
    Viziam
    Amarr Empire
    #40 - 2012-05-28 09:34:20 UTC  |  Edited by: Atfal alNudjum
    Below are my views on FW and some of them have already been discussed previously, but you did ask for suggestions...Lol

    STATION LOCKOUT
    Get rid of it, in it's current form it's crap. My preference would have been to have stations across the WHOLE of eve allow acces or charge docking fees based upon your standing. Hey if I want to dock at a player owned station in 0.0 I have to pay or I may not be allowed in at all right?. So why not make it across the board. If your standing is say below -6 or so then the racial station will lock you out "Sorry mate your isk aint good enough to get you in here". Military stations linked to FW deny access to the enemy regardless. If they are in a system controlled by the enemy then the friendlies have to pay to dock, hey you have to pay for the dodgy paperwork to be done.

    PLEXES
    Plexes are the bane of existence to FW. You are either going to have to balance the NPC rats across the board so that you can't speed tank them for example, as currently they act like morons. This is especially needed for the missions as they are being farmed like crazy with stealth bombers due to the crap rats on some sides of the militia.

    The other alternative is to remove the spawned plexes all together and make all plexes missions. Something like;

    • Agents are available based upon your standing in the militia (Agent Level) and possibly allow the choice of offensive or defensive missions when you speak with them.
    • The size of the complex that will spawn is based upon the level of agent you speak to. (Lvl 1-Minor, Lvl 2-Medium, Lvl3-Major, Lvl 4&5 -Major Unrestricted). Ship restrictions remain as they are or if you want new players a step into FW, then perhaps Lvl 1 agents will spawn a Minor Restricted plex that only allows T1 frigates to enter, this negates the effect of faction frigates, T2s, destroyers etc and is only just a thought.
    • The system chosen for the mission can be randomly determined with a weighting based upon how contested a system is. Highly contested systems would have more resources thrown at it by the respective militias. Higher level agents would also look at putting the larger missions in the most contested systems to try and stop the enemy.
    • NPC rats may be included in the missions based upon the storyline of the mission, but they need to be intelligent and balanced. You shouldn't be able to speed tank a mission in a stealth bomber to farm them for example. Not having come across the EWAR stuff much myself I can't comment, although I can imagine the annoyance against Caldari with the missile buffs and ECM kicking in. Especially against frigate sized ships in minor plexes.
    • ALL FW MISSIONS must have a way for either side to close it and it shouldn't necessarily have to be the same way e.g. a timer or shooting a rat so the other guy can't finish the mission.
    • This last point is more of a story-line one which could affect missions. As the war progresses each sides military strategy may also change based on political back story etc. This would then affect the type and way missions are handed out. For instance, the Amarr Militia is losing a significant number of systems to the Minmatar. The Minmatar Command decides that at this stage it may be stretching itself thinly they begin a campaign of consolidation rather than purely offensive or perhaps the Empress decrees a spring offensive and all Amarr agents will give offensive missions only with every 5th mission given being a defensive one.

    Plex Restrictions
    With the idea above re new players and a Minor Restricted plex it got me thinking. CCP has indicated in their 'latest' ship re-shuffle that faction ships are above T2 ships with respect to abilities and such. If that is the case then why are faction ships so cheap to build (once you get a BPC/BPO they only cost around $400k isk for a Dramiel or Slicer) compared to T2s and secondly why are they allowed in a minor plex when a T2 is not?

    Restrictions need a little bit of a rethink in my opinion to balance out the PvP somewhat. A number of people like the small skirmish type of PvP that has, lets face it, been somewhat lacking with the use of booster alts and blobs. A Dramiel, Slicer or Firetail etc will for the most part take apart T1 & T2 frigates, and quite a number of destroyers from my experience (obviously if the player is crap the ship type doesn't count for much). But it is still allowed into minor complexes without issue, while T2s frigates have to enter mediums. It doesn't add up in my mind anyway.


    Well that's about it for the moment, I'm sure I may think of other stuff later on and if I get a chance post it for critique or ridicule.

    If you got this far, cheers for reading the whole thing Big smile

    PS: Yes the original post was about NPCs but they all tie in together in my opinion