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[Faction Warfare] Requisition Points

Author
Ayame Yoshida
Republic 1st Fleet
#1 - 2012-06-01 15:36:24 UTC
We all know certain ships are only available through FW LP stores. A few days ago there was a thread about faction carriers which made me think how much I would love to see them as a FW LP store only item though I would like to see them used in FW than simply sold. So I got to thinking about it and the more I thought about ideas to implement it the more I thought I'd like to see more ships used in FW rather than simply going on the LP store and people selling them, so my proposal is this;

A Requisition Store.

Requisition points, unlike LP, is earned over time and represents a factions support for their pilots. They will be generated to the individual if they are in a NPC store or to the corporation if in a player corporation. Player corporations will receive a slight bonus to RP depending on their size.

Now I realise this could be abused by simply putting alts in there, but, CCP have ways of detecting characters on the same account so the simple solution is the bonus multiplier is only effected by 1 character per account. Furthermore to prevent people making trial accounts then abandoning them the multiplier is only effected by subscribed accounts that have been active "within the past month" on the corporation member's list.

The exact rate the RP should be generated I do not know. Nor their value asset wise. They should not be generated at a rate that will allow pilots to ignore all costs to themselves (and simply sell all their LP items) but should be enough to encourage more open engagements by allowing pilots to have relatively more disposable assets.

As for the store itself. Items in the store would have a "militia" requirement. In other words you must be in a militia to pilot/fit/use it. The items will not be sellable on the market, nor could you trade them nor contract them with the exception of internal corporate contracts. They will also be possible to place them in corp hangars.

What would be on the store?

Well definitely unique/faction ship variants. These ships, unlike LP ships, will require no isk, materials, or even basic ship variant. Navy faction carriers and dreadnaughts would be great to see and may inspire many large scale battles to take place since players will not be losing billions of isk in one go, though they should be expensive enough RP wise to make them a rare sight.

Maybe ammo and modules.

Definitely no implants, since these would be retainable after you left the militia. Another way of limiting these resources to FW may be to lock ships with Militia requirements out of mission gates like certain classes of ship are on some gates and to allow Militia modules to be fitted to militia ships only and militia ammo to militia modules like tech 2 is.


Territorial modifiers:

The amount of territory held by each faction will determine the rate at which RP is generated. It will start at 100% for owning 50% of the systems. It will then slowly increase or decrease as you gain or lose systems respectively to 150% or 50% to represent the gain or loss in resources, capping out at 75% of the systems. Consider the further lack of multipliers as representing overextended supply lines.

Another +50% can be generated based on your ally's system ownership (for a maximum of 200% if you and you ally both own 75% of the systems on your front.) however you will not suffer a penalty if your ally falls under 50%. This represents your ally's ability to support you when they are doing wall and the withdrawal of their support if they are doing badly.

However, once a faction falls below 20% system ownership their RP modifier becomes 300% to represent their last ditch attempt to throw all their resources into defending their home. Furthermore, the territorial modifier from your ally holding territory will be doubled (for a maximum of 400% RP should your ally hold 75% or more).

This would:
1 - make the state of your ally more important.
2 - make it harder to completely push one faction off the grid.


Further possible ideas on territorial modifiers may be to give certain systems an additional modifier or simple RP/cycle bonus.



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