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FW: I-hub and system upgrades

First post First post
Author
X Gallentius
Black Eagle1
#261 - 2012-08-31 21:09:56 UTC
Mackenzie Ayres wrote:

Yes, the ability to produce T2 at half the time without the requirement of a POS is of no interest to anyone in FW. With nuetals having access to the beneifts, all manufacturing, copy and material research slots will be full of nuetral jobs!
Mac
I stand corrected. It's only of no interest to players like me who have no real industrial skills. There's plenty of FW players out there who know how to do that stuff.
Milton Middleson
Rifterlings
#262 - 2012-08-31 21:25:39 UTC
I agree it seems rather undesirable to pass out all these new slots only to have them snapped up by neutral third-parties, but I don't really know how you could ensure that contributing militia members got first crack at the ME/Copy slots (I'm not really worried about the others). Maybe give priority access based upon rank in the controlling militia? I'd be pretty bitter if I ended up paying tens of thousands of LP so neutral industrialists could gouge me on T2 gear.
Hans Jagerblitzen
Ice Fire Warriors
#263 - 2012-08-31 21:35:42 UTC
Milton Middleson wrote:
chatgris wrote:

I suggest that you are not able to buffer the vulnerability of systems at all. I very much like the idea that a bunker busting fleet can't just farm a system to a very vu;nerable state, drop a blob on it and kill it. Instead, a bunker busting fleet should be forced to bring a diverse role of ships that can defend complexes during the bunker bust. It adds urgency to the defense of a system "if I can get just this one plex that whole fleet can't hit the bunker anymore". Can lead to epic king of the hill micro-cosm battles within a larger fight for a system.


Couldn't agree more. Far and away the most fun I had during a system flip was when my roaming gang of frigates and destroyers got roped into defending plexes in Uusanen from FWedditors while LNA guys in tier 3s blitzed the bunker. There was a small fight on the bunker in an attempt to break up the bash fleet, and then the wartargets scattered to the system's plexes and and we had to chase them out and keep more from entering system. Make flipping a system a frantic scramble to get it done before the other side comes in an decontests it. If we do have a VP buffer, make it very, very small.


I support this. Like, 3 plexes worth of buffer at the MOST. Give the little guy a chance to make a difference, thats what FW is all about.

CPM0 Chairman / CSM7 Vice Secretary

Zarnak Wulf
Task Force 641
Empyrean Edict
#264 - 2012-08-31 21:40:42 UTC  |  Edited by: Zarnak Wulf
And what if they do gôuge you? Several things might happen. First - you shoot them in the face and they go away. Second, you keep shopping at Jita and the prices have to come down. Or third - other industrialists notice the upgrades and the profit and move out to low sec too. Competition drives the prices down.

If I were an industrialist and I saw that I could produce goods faster in low sec, I'd approach an entity like Iron Oxide and ask to set up shop in the system. In return for setting me blue I promise to sell a third of my goods in Arzad at Jita prices. And hey - 50% less taxes anyways!

The bottom line is CCP is trying to populate low sec a little more. They want more trade hubs. This is the carrot. The stick, as they hinted, is to nerf high sec efficiency.
Hans Jagerblitzen
Ice Fire Warriors
#265 - 2012-08-31 21:48:56 UTC
X Gallentius wrote:
Mackenzie Ayres wrote:

Yes, the ability to produce T2 at half the time without the requirement of a POS is of no interest to anyone in FW. With nuetals having access to the beneifts, all manufacturing, copy and material research slots will be full of nuetral jobs!
Mac
I stand corrected. It's only of no interest to players like me who have no real industrial skills. There's plenty of FW players out there who know how to do that stuff.


The way I see it is this - FW PvPers with no industrial skills are not going to be dumping LP into upgrades to obtain the industrial bonuses. Sure, they'll scatter their LP around to keep a tier level so the juice keeps flowing, but it will be spread to the systems where its cheapest to get WZC points, not poured vertically into a single system, 24/7. Someone who really wants to invest in an operation within a specific system won't be able to just rely on the resident PvPers to keep their bonuses going. If someone *depends* on these upgrades, and wants to have a static operation - they'll directly participate, even if its through an alt.

I think a lot of this has to do with the emotional "why do they get something they didnt work for" argument rather than looking at the fact that the industrialists that are serious about moving an operation into FW space in order to maximize profits cant afford to depend on the casual whim of PvPers making random upgrades to make sure all their projects are cooking on schedule. They will have some means to fill the gaps themselves. So yes, I DO think they will participate in the warzone on some level. Maybe they'll make an agreement with the local militia - you guys keep the system upgraded, I'll toss you some goods. But there has to be either direct participation, or direct negotiation, in order to maintain these bonuses. And that's a good thing.

I think its naive to think that everyone is going to put their industrialist characters (who may also be doing the hauling and transport) directly into the militia in order to install jobs, and becoming part of an active war dec. I think at that point we are right back to the risks of lowsec massively outweighing the rewards. They won't even have the protection of GCC and sec status at that point....and thats a lot for most industrialists to swallow.

CPM0 Chairman / CSM7 Vice Secretary

Thorvik
Sebiestor Tribe
Minmatar Republic
#266 - 2012-08-31 22:02:55 UTC
First off, thanks for making changes in what is, obviously, a flawed mechanic. It's a bit more of a nerf than I would have liked but, meh, if it gets more pvp then I'm all for it.

Defensive plexing is boring enough, but when a system goes vulnerable the offending side can continue flipping more systems into vulnerable, not taking them but drive them further and further beyond 100% – and continually getting paid. I'm told (although I cannot verify this) that some systems have been pushed well over 300%.

I do both defensive and offensive plexing, as needed, but it's just insanity to expect someone to d-plex (for nothing or even 50%). I know there are several Minmatar pilots that have alts in Amarr militia specifically to flip the system in order not have to beat down 300% of a systems status in order to get it out of vulnerable.





Hans Jagerblitzen
Ice Fire Warriors
#267 - 2012-08-31 22:08:22 UTC
Thorvik wrote:
First off, thanks for making changes in what is, obviously, a flawed mechanic. It's a bit more of a nerf than I would have liked but, meh, if it gets more pvp then I'm all for it.

Defensive plexing is boring enough, but when a system goes vulnerable the offending side can continue flipping more systems into vulnerable, not taking them but drive them further and further beyond 100% – and continually getting paid. I'm told (although I cannot verify this) that some systems have been pushed well over 300%.

I do both defensive and offensive plexing, as needed, but it's just insanity to expect someone to d-plex (for nothing or even 50%). I know there are several Minmatar pilots that have alts in Amarr militia specifically to flip the system in order not have to beat down 300% of a systems status in order to get it out of vulnerable.



That's exactly why Ytterbium said they will be stopping the formation of this 300% buffer to begin with:


CCP Ytterbium wrote:
Plan is to stop attackers from getting LPs and VPs when system is vulnerable - we would still leave a small VP buffer for attackers, but nothing bigger than 100-200 VPs.



This way no one should ever have to chew through the buffer, the most you'll ever D-plex a system to get it back to stable is a few plexes more than it took to get it to vulnerable. This should be vastly more attractive an option than flipping the system and possibly taking a WZC hit (and losing payouts militia wide) only to plex it back.

CPM0 Chairman / CSM7 Vice Secretary

X Gallentius
Black Eagle1
#268 - 2012-08-31 22:12:21 UTC  |  Edited by: X Gallentius
Quote:

Part of the fix is to increase LP amounts required to upgrade a system to the new numbers mentioned below:

* Level1: 40,000
* Level2: 60,000
* Level3: 90,000
* Level4: 140,000
* Level5: 200,000
* Buffer: 300,000


Quick Math. 120 plexes to make a system vulnerable. 10k LP/plex @ 10% degradation = 120k LP max degradation if the system is not defended. 300k - 120k = 160k. No further LP upgrades = L4 until the other side decides to run a bunker busting fleet.

You can also "farm" it defensively and put some of that LP back into upgrades to keep it at L5 if you want. Break even proposition at 10% contested if the defender pumps all of his defensive LP into hub.

I think the ability of defenders to get paid in LP may slow the capture of systems way down and lead to stagnation and grinding war of attrition.
Zarnak Wulf
Task Force 641
Empyrean Edict
#269 - 2012-08-31 22:18:35 UTC
Why not make refining more efficient as a FW upgrade?
Hans Jagerblitzen
Ice Fire Warriors
#270 - 2012-08-31 22:35:06 UTC  |  Edited by: Hans Jagerblitzen
X Gallentius wrote:
Quote:

Part of the fix is to increase LP amounts required to upgrade a system to the new numbers mentioned below:

* Level1: 40,000
* Level2: 60,000
* Level3: 90,000
* Level4: 140,000
* Level5: 200,000
* Buffer: 300,000


Quick Math. 120 plexes to make a system vulnerable. 10k LP/plex @ 10% degradation = 120k LP max degradation if the system is not defended. 300k - 120k = 160k. No further LP upgrades = L4 until the other side decides to run a bunker busting fleet.


The way I read this is that taking a system hurts your enemy more than simply trying to bleed them down. This actually is a really good thing - we want to encourage the militias to fight the all out war, and to not only take space but to hold it as well. Its essentially a ratchet for both sides - the underdog gains a LOT by taking a single system now. They not only win the opportunity to have an extra 6 points available to them to help their own WZC, but they have a very reasonable chance of holding on to those points once they obtain them. No one likes investing in upgrades knowing that they'll be gone tomorrow. Instead of strategically looking at the points and upgrade distribution, and deciding whether to offensive plex or defensive plex, and letting the numbers dictate activity, the most important thing a militia member can do is make sure he hold on to his territory - and that makes for good fights.

Combined with the fact that anyone can cash out at any time for full value of their LP, there is now a tangible incentive to put the effort into moving from tier 1 to tier 2, for example. One of the things that drives me nuts about the current system is that there is no reason to fight over taking space and holding it once you believe you can't achieve tier 4 or better. Unless you have a Nulli-type hero to come save you, apathy sets in once you land at the bottom. Now, when the chips are down, its actually worth the effort to push back, with rewards setting in for achievement immediately as you ratchet your way back up tier by tier.

The new scheme ensures that its always worthwhile to take a system, always worthwhile to make investments in it, and always worthwhile to defend it when threatened. This should drive conflict and end the silly meta-strategies of alts-flipping-systems, or holding systems at vulnerable, or letting systems get lost so they can be plexed back. The best thing a militia pilot can do to help himself is just to fight the war straight up.

CPM0 Chairman / CSM7 Vice Secretary

ale rico
Slow Chidlren at Play
SL0W CHILDREN AT PLAY
#271 - 2012-08-31 23:31:35 UTC  |  Edited by: ale rico
What about docking rights based not only on militia status, but also on standings? I find the players that take advantage of the militia mechanic to get kills to be exploiters.

Edit: this could also address the many corps that instead of relocating when losing their home system just leave militia and continue performing their pvp activities against the oppossing militia anyways.
chatgris
Quantum Cats Syndicate
Of Essence
#272 - 2012-09-01 00:15:04 UTC
CCP Ytterbium wrote:
We would remove LP store price reduction in the new system, and only modify LP gained. As such, tier1 WZ would reduce all LP gains by 50%, tier2 would keep them on the same field as of now, tier3 would give a 100% LP gain bonus, tier4 150% and tier5 200% LP gain bonus. This would encourage factions to actually keep and maintain space to have the LP bonus rather than just push once in a while.


Are you aware that this will significantly nerf income for FW? The ISK cost advantage over high sec at high WZ control levels will be gone.

Not saying this is necessarily a good or a bad thing but, it will significantly devalue FW LP.
Proddy Scun
Doomheim
#273 - 2012-09-01 00:18:57 UTC  |  Edited by: Proddy Scun
Faction warfare fails because it does not reward APPROPRIATELY

DON'Ts

#1 Keep in mind that PVP and industrial-mining toons largely belong to two separate player camps with maybe 10-15% overlap. So low sec industrial and PI rewards tend to be pointless for the PVP individuals.

#2 DOUBLE JEOPARDY REWARDS -- even if you assume their corp has industrial-mining arm...a warzone is a terrible place for advanced industry both via story logic and by gank risk logic. Do you really think that every idle PVP ship in system is not out looking for haulers attemtping to grab stuff from Customs Stations or maybe blowing up PI stations for fun?
Sure fleets can fight over PI and other industrial-mining attempts...but then that cheap/advanatageous rate goes out the door in overhead -- does it not? Same for mining and for the most part industry products which will not be used on spot (msut be shipped elsewhere and subject to factional gank). And nothing should change the fact that warzone space is bad for general industry.

DOs

Ia. YES tie high sec empire faction taxes and industrial fees to war progress (rise and fall from standard rates). Heck there are even some NPC only goods like BPOs that could rise and fall. NOW high sec folk care and support ...even if not everyone races out to low sec to fight.

Ib. Maybe open a factional war effort service store where industrialists can donate or sell at lower prices exclusively to faction warfare folk. Similar to materials drives of WWII. Not more people initially maybe but better equipped ones. Lower prices might attract more players later though.

IIa. Do NOT lower industrial efficiency of high sec stations and raise those of low sec. Its illogical storywise for progressive settlement etc and its indirectly part of that DOUBLE JEOPARDY REWARD system. Instead ask yourself why hi sec belts and PI resources have not been more tied up by the NPC MEGACORPs and EMPIRE Governments.

IIb. Recommend Government reserve belts operate on a system simialr to old POS charter system with amount of charters linked to ship size and faction standing. Charters only purchasable with faction LP. NPC controlled belts would be accessible only via missions for that NPC corp (ship size restrictions, amount restrictions, split take with NPC corp, etc). In either case you effectively join NPC fleet when comlying with rules and otherwise get flagged for stealing to NPC guard fleet. And yes players might get PVP missions to help NPC fleets patrol belts looking for stealers.

IIc. Obviously schools would get certain exemptions for ships under certain size and maybe for a certain total number of missions per toon. On faction government side due to schools being part of government training and on NPC side due to recruitment efforts. But limited time and size offering.

The above would either force people into low sec -- OR divert a certain amount of player support to those wh are out there doing factional warfare.

The one thing I can see you would need to take care about is to not let things swing to far to one side in terms of penalties or advantages. Otherwise poepl might jsut all move to one faction to suck up the benefits and let other facions simply suffer collapse. Perhaps put a cap on the number of mining charters or ore available in given faction (maybe local rats start inflationary counterfeiting of charters and scoop up all the ore).
Proddy Scun
Doomheim
#274 - 2012-09-01 00:31:02 UTC  |  Edited by: Proddy Scun
Overall I suggest CCP take some clues from real real wars. How often do you read about all industry moving up into no man's land between solid frontlines?

Yeah Thought so. And its not likely to work in game either for same reasons. Its counterproductive compared to behind lines...no matter how bad things get. Even if at low point of faction warfare you open up break through raids on hi sec similar to Nazi V2 attacks. (Interesting thought but only if you want one empire side to collapse due to lack of palyers after a while.)


But yes you can set things up so industrial branch is motivated to supply and support anyone who will volunteer for faction warfare.

And some nice player discounted T2 ships and modules might get recruiting levels up. If only you can open a market wher buyers must be factional warfare effort players. (Not sure what you do for fraud detection...but then they expose themselves somewhat to factional warfare even if intending to divert materials.
Ovali Garsk
Tribal Liberation Force
Minmatar Republic
#275 - 2012-09-01 00:39:45 UTC
CCP Ytterbium wrote:


  • NEW SYSTEM UPGRADES

  • As mentioned quite a few times, current system upgrades are a bit lame, as not really providing needed bonuses, especially in systems with no stations. Iteration would include:

    Level1:

    Level2:

    Level3:

    Level4:

    Level5:
    * +25 station manufacturing, copy, ME, PE, Invention slots
    * 50% market tax reduction
    * 50% repair cost reduction
    * 30% manufacturing time reduction
    * 20% reduction to starbase fuel cost
    * Able to anchor Cyno Jammer




    Why not less time for manufacturing/research/etc. instead of more slots. Less time for a job is way more cool while having somewhat similar effects....


    I suggest even more stuff:
  • (moderate) PI bonuses (now that is something that locals like and will def. plex for)
  • going crazy: bonuses to scan probe strength (both a slight boost to exploration but also to combat probing)

  • Also simply more, if you can think of stuff (keep the boosts moderate, but anything goes)


    Otherwise, love you guys.


    Antihrist Pripravnik
    Cultural Enrichment and Synergy of Diversity
    Stain Neurodiverse Democracy
    #276 - 2012-09-01 01:10:07 UTC  |  Edited by: Antihrist Pripravnik
    A Cyno jammer? In lowsec? Really?

    Looks like you are not even considering that anyone would want to live and move through lowsec other than Militia members or 0.0 alliances. I thought the whole point of the FW changes was to populate lowsec and provide some form of interesting gameplay for different types of players. But militia controlled cyno jammers in lowsec? It's just ********.

    - You haven't thought about corps that step into lowsec and place their staging area in some system there to train for a "big step" to 0.0. I've been involved in a couple of operations like that a couple of years ago. I know corps that are doing the same thing today.
    - You haven't thought about W-Space corps that have lowsec exits and need to move their stuff around. Killing off a large portion of lowsec entries is not going to help.
    - You haven't thought about pirate corps ambushing 0.0 convoys or straglers of capitals. Having them concentrated in non-FW lowsec area only certainly won't help.
    - You haven't thought about pirate hotdrops. That's fun too.
    - You haven't thought about baits for pirate hotdrops. That's even more fun.

    I'm not talking about something I haven't done myself. I've done all these things and enjoyed it (except from the boring hauling part to or from w-space... that couldn't be defined as fun).

    edit: Oh, and could you, please look at the map for a moment? Are you sure that you won't isolate areas one from another with a certain setup of Militia cyno jammers? (Isolate like it's impossible to get to a certain area with a capital ship or to get from, say, a part of Gallente lowsec to a part of Amarr lowsec). There are players that are not interested in FW and are not in 0.0 alliances that own capital ships, you know.

    My suggestion: ditch the damn thing.

    @CSM: What?
    Zarnak Wulf
    Task Force 641
    Empyrean Edict
    #277 - 2012-09-01 01:34:06 UTC
    The cyno takes 10 minutes to spool up. It lasts for an hour. And then it self destructs. And it can only be lit in fully upgraded FW systems. It is a 'Do Not Disturb' sign for FW cap fights.
    Hans Jagerblitzen
    Ice Fire Warriors
    #278 - 2012-09-01 01:40:30 UTC
    Antihrist Pripravnik wrote:
    A Cyno jammer? In lowsec? Really?

    Looks like you are not even considering that anyone would want to live and move through lowsec other than Militia members or 0.0 alliances. I thought the whole point of the FW changes was to populate lowsec and provide some form of interesting gameplay for different types of players. But militia controlled cyno jammers in lowsec? It's just ********.

    - You haven't thought about corps that step into lowsec and place their staging area in some system there to train for a "big step" to 0.0. I've been involved in a couple of operations like that a couple of years ago. I know corps that are doing the same thing today.
    - You haven't thought about W-Space corps that have lowsec exits and need to move their stuff around. Killing off a large portion of lowsec entries is not going to help.
    - You haven't thought about pirate corps ambushing 0.0 convoys or straglers of capitals. Having them concentrated in non-FW lowsec area only certainly won't help.
    - You haven't thought about pirate hotdrops. That's fun too.
    - You haven't thought about baits for pirate hotdrops. That's even more fun.

    I'm not talking about something I haven't done myself. I've done all these things and enjoyed it (except from the boring hauling part to or from w-space... that couldn't be defined as fun).

    edit: Oh, and could you, please look at the map for a moment? Are you sure that you won't isolate areas one from another with a certain setup of Militia cyno jammers? (Isolate like it's impossible to get to a certain area with a capital ship or to get from, say, a part of Gallente lowsec to a part of Amarr lowsec). There are players that are not interested in FW and are not in 0.0 alliances that own capital ships, you know.

    My suggestion: ditch the damn thing.

    @CSM: What?


    Yes, we did think about it. Roll

    I suggest you take a step back, take a deep breath, and reread the details of the cyno-jammer. Note the duration, cool-down, conditions of deployment, hitpoints, etc. Than we can talk about why you think its going to prevent anyone besides the militias from doing anything in low-sec.

    CPM0 Chairman / CSM7 Vice Secretary

    Alticus C Bear
    University of Caille
    Gallente Federation
    #279 - 2012-09-01 01:42:57 UTC
    I may be alone but I do not have a problem with the current war zone control swing and cash out events. It requires a lot of plexing (more pvp potential) and a level of coordination to achieve. There are issues with massive lp generation through speed tanking plexes but this is better resolved via the plex changes proposed in the other thread.

    Better system upgrades are good and it is the quality of local upgrades that will drive lp investment into the hubs for people's home systems above the lower levels that will be easier to maintain war zone control.

    Interestingly I think the capture changes may encourage factions not to defensive plex to much. Systems close to vulnerable state will only pay out so much when offensively plexed. This would be the best time to invest lp to raise the upgrade level as there will only be a limited number of offensive plexes to be run before no rewards are given. Rewards for defensive plexing at this level are higher and combined with reduced lp bleed could be fed back into the hub.

    In fact the defensive plex rewards at this level are higher than the lp bleed amounts.

    There is the danger the enemy plex and bash an upgraded system and this could force tough fights. 

    My biggest fear is the gallente war zone drops back to a stagnant level with low level of war zone control and poor rewards. 

    Sadly although we can test mechanics on sisi the outcome will not be certain until it is live.

    Please don't make me run missions for cash again.

    Dan Carter Murray
    #280 - 2012-09-01 02:00:11 UTC
    Aryth wrote:
    So why is lowsec/FW receiving the very fixes all of null needs for production? Is there a plan to give the same upgrades to null?


    null isn't important.

    http://mfi.re/?j7ldoco 50GB free space @ MediaFire.com