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Inferno 1.1 Sisi features

First post First post First post
Author
Jade Constantine
Jericho Fraction
The Star Fraction
#561 - 2012-06-13 18:26:11 UTC
Khanh'rhh wrote:

See, you simply can't post without it being statements of personal preference presented as group fact.


Dude, chill out game face off. The discussion is over. Wardec change is dialed in, no point wasting any more breath on it.

The True Knowledge is that nothing matters that does not matter to you, might does make right and power makes freedom

Weaselior
GoonWaffe
Goonswarm Federation
#562 - 2012-06-13 18:29:22 UTC
CCP Goliath wrote:

I have deleted approx 75% of goon posts in this thread, and will continue to do so when they step out of line. The only reason I didn't delete your post is that I didn't want to throw fuel on your fire.

Our posts are lovely why do you do such mean things Sad

Head of the Goonswarm Economic Warfare Cabal Pubbie Management and Exploitation Division.

Khanh'rhh
Sparkle Motion.
#563 - 2012-06-13 18:37:57 UTC
Jade Constantine wrote:
Khanh'rhh wrote:

See, you simply can't post without it being statements of personal preference presented as group fact.


Dude, chill out game face off. The discussion is over. Wardec change is dialed in, no point wasting any more breath on it.

GG

"Do not touch anything unnecessarily. Beware of pretty girls in dance halls and parks who may be spies, as well as bicycles, revolvers, uniforms, arms, dead horses, and men lying on roads -- they are not there accidentally." -Soviet infantry manual,

Lyron-Baktos
The Scope
Gallente Federation
#564 - 2012-06-13 19:03:55 UTC
any comment from the art team yet on the improved lighting?

also, a dev blog from the art team that talks about current projects and future plans would be nice as well
Vatropirac
Sebiestor Tribe
Minmatar Republic
#565 - 2012-06-13 19:26:38 UTC  |  Edited by: Vatropirac
Serge SC wrote:
Perhaps this has been mentioned before, but I'd like to reiterate on it.

The V3 Minmatar ships have lost their personality. No longer does the Vagabond have that unique look with the wingy bits at the sides, now it doesn't look different from a Stabber, just a darker Stabber at it. Same applies to the Claymore/Cyclone. The dark pattern doesn't sit well.

The Tempest Fleet issue is no longer easily recognizable. Out squared wingy bits are gone too. Now it is just another Tempest with a different paint job, and what's worse, the model wasn't even fixed. The exhaust still has the 2 plates at the side floating and not attached, and the tower to the right, on top of the right turrets, is also floating. The telephone poles are also nowhere to be found and the cockpit looks like a lighter green blob on top of the rest.

The regular Tempest, I can live with it, not fan, but not hating it. The Vargur looks kinda neat, and out of the Tempest hulls, it's the best. The Fleet Tempest is now unimaginative. The Tribal Tempest however, our unique and best ship, just looks terrible - sorry, but it does.

The lighter tone on the staple Minmatar ship, the Hurricane, looks bad all around as well. The Cyclone pattern is nice, but the Hurricane's looks are not up to par - and the new Tornado, why? It looked well already.

On that note, uniformed, perfectly painted, all-equal ships are not Minmatar-looking. They feel more Gallentean/Amarrian rather than Minmatar. I fly mostly Minmatar ships, and I've always loved the unique look, the missmatched colours, the blocky and improvised feel they have, those random bits attached to the hull, those solar panels that protrude sometimes, or how well and recognisable they are. It just feels like the newer versions have taken that away. And the lighter colours feel out of place on the ships.

Sorry to be this negative, but it just doesn't feel right/

THANK YOU Serge!!!!...Can we get a reply from a Dev team about it??? ...Most of the people are dissapointed with new minmatar V3....Do something about it.
Rrama Ratamnim
Republic University
Minmatar Republic
#566 - 2012-06-13 19:35:20 UTC
ya do think the minmatar t1 ships need a more grungy look to there texture... they made it look like there painted instead of rusty
Vatropirac
Sebiestor Tribe
Minmatar Republic
#567 - 2012-06-13 19:38:35 UTC
Rrama Ratamnim wrote:
ya do think the minmatar t1 ships need a more grungy look to there texture... they made it look like there painted instead of rusty


What they need is that rusty badass look back...with higher res textures...Twisted
Tobiaz
Spacerats
#568 - 2012-06-13 19:59:39 UTC  |  Edited by: Tobiaz
CCP Soundwave wrote:


I think the biggest issue here is that we're trying to solve different issues. I'm trying to bring the merc trade back into EVE and you're trying to add some measure of fairness into wars, which Isn't really a design philosophy in EVE.

Why would I want to balance a fight? That's never really been the goal in EVE and the war dec system wasn't built for that either. I understand that it's annoying when a big alliance war decs you, but that's hardly new to EVE. Big alliances get annoyed with bigger coalitions outnumber them and so on. That's a fact of life in EVE and we're not likely to change that direction anytime soon. The other thing is that war dec prices are determined by the value you get from them. If you want to go to war with someone, a higher number of potential targets should be more expensive. If you're a smaller alliance, this makes you a less attractive target, unless you've made someone angry in which case you're responsible for any social repercussions you've created.

Letting attackers add allies conflicts with the notion that attacking someone is risky. If you decide you want to go to war with someone, the consequence is that he could punch harder than you anticipated. If this is just about stacking up allies, the power of that choice fades away a little bit.



Then why are you removing the ability to dogpile allies onto an attacker? It's NOT about 'saving' the merc profession, because these 'free allies' are no substitution for a proper merc corporation. Why do you think the Goons are mocking Jade with this several dozen of 'allies'? These opportunists only provide some distraction at best and everyone knows it (with apparently the exception of you, CCP Soundwave).

There's no good reason to exponentially tax their service. Allies are now quickly more expensive then wardecs FFS!

And here's the problem: there simply aren't enough actual mercs in EVE to help you defend against an entity like GoonSwarm and their CFC, let alone taking the fight to them in DeKlein. So that's why the ability to take in as many 'free allies' should remain, so the defender can at least fight back with de-centralized asymmetric warfare in empire. The only option left, yet CCP wants to take that away as well. How is that not CCP catering to the 'big boys'?

And then the removal of allies in mutual wars: You're removing THE BEST consequence mechanic of Inferno. : facepalm

Without allies in a mutual wardec a corporation will, in reality, NEVER manage to force a stronger attacker into surrendering. Yet this SHOULD be the main 'consequence' design philosophy behind the wardec system! How can CCP be so blind?!

What kind of reasoning is behind this decision? This has NOTHING to do with locking mercs indefinitely , because that issue is simply and completely solved by making ally contracts renewable every two weeks.

This also should have NOTHING to do with unlimited 'free allies' being unfair. Only fools think those 'free' opportunists will ever help you win a war. And only carebears (or pathetic null-bears) think they deserve some 'because we're bigger' protection on top of being bigger and thus able to simply deal with these annoyances (and living in null helps even more).

Edit: Off topic parts removed, CCP Phantom

Operation WRITE DOWN ALL THE THINGS!!!  Check out the list at http://bit.ly/wdatt Collecting and compiling all fixes and ideas for EVE. Looking for more editors!

Mechael
Tribal Liberation Distribution and Retail
#569 - 2012-06-13 20:03:38 UTC
Amdor Renevat wrote:
CCP Soundwave wrote:

If your point is that all wars fought are fought on equal terms, then let's just say that we completely disagree. I'd say the exact opposite, wars are fought when one side feels they have an advantage. Engaging in "fair fights" is about as far from human instinctive behavior as it gets, as soon as we're in a scenario where you have something to lose.



The question I have is why does the balance of power need to be in favor of the aggressor? You seem to want one side to be stronger but restricting the defender's ability to add allies means the person who's declaring war has a significant advantage.


I'll skip the disagreement in philosophy of running Eve because we both know we don't see eye to eye on what's best for the game. However lets talk about the crux of the matter; providing employment for mercenaries.

The statement was made that having unlimited free allies takes away from Merc employment and I can agree that people with friends won't have to use Mercs. I do disagree with having to pay Concord a fee to bring in an Ally. What is the point of playing an MMO if you are penalized for having friends? That is what this change seems to imply, groups of allied friends can't support each other without having to pay for the privilege of being friends.

The problem therefore is how to keep Mercs employed while at the same time allowing friends to help each other out. There are several options to consider.

1. Differentiate between Mercs and allys. Allow up to 10 allies to join for free and afterwards charge a fee. Still allows the defender to get some help but cuts down on mobs of unknown conscripts.

2. Do not have a set time limit for Ally participation, instead let the players decide how long they want to be part of the fight. It's supposed to be a sandbox so why not let the people agreeing to help out decide if they want to be involved for a week, two weeks, or longer. Options are better then having to conform to another person's standard.

3. Instead of vague goals like fight against someone for X amount of time make Mercs actually have to generate results to get paid. A Merc gets hired to kill 20 of the opposition and they don't get full payment until they've scored 20 kills. Maybe you hire them to kill a POS to get paid. The groups that get results will be known and more likely to be hired. Use a 50% pay up front, 50% upon completion to give Mercs some form of income but to also allow for times when the targets hole up or call in even more reinforcements.

4. Create a hiring board in game. Mercs can post what they are capable of doing, time frames they are available, and areas they are willing to operate in. Also allows job postings to be listed letting Merc groups know what work is out there. No war ded is required to review or hire from this page.

5. Allow anonymous hiring of Mercenaries. The Mercs can be the aggressor in a war creating another level of meta game to exist.

6. Have a list of top rated Merc corps on the hiring board.



The above changes would allow small alliances to still have allies without abusing the privilege. Mercs would have more tools to ply their trade, and could be used to hit specific targets when needed.


I think those changes would make wars more competitive for both parties while still allowing small groups the option of seeking help from friends. Mercs would have a role and be able to participate in their chosen profession.


P.S.- I applaud your concern to make sure different playstyles have the support needed to be a functional role in the game. How about taking a look at mining barges and giving them some additional tank options to make killing them require and equal amount of risk? A T2 mining barge shouldn't be prey to a T1 destroyer. Considering the costs involved a T2 barge should require something like a BS to take it out. A T1 barge should be looking at a BC level ship before worrying. Current game mechanics make it almost impossible to protect a mining vessel, even when a tank is used instead of mining modules. Having modules in game implies you want people to use them but having such a fragile vessel to begin with means the mining modules have to be ignored in order to fit a tank that probably want save you in the end anyway. I realize Eve isn't supposed to be fair, but why not put the requirement on the aggressor to work for a kill instead of making mining have no role in high sec. Sort of like Mercs wanting to play the game they way the enjoy too.


Like this, except that part where we already have allies and don't need another half-assed alliance system. Allies are the other corporations in your alliance.

Merc marketplace should be something entirely different from what we're seeing today.

Whether or not you win the game matters not.  It's if you bought it.

Tobiaz
Spacerats
#570 - 2012-06-13 20:29:18 UTC
Vatropirac wrote:

THANK YOU Serge!!!!...Can we get a reply from a Dev team about it??? ...Most of the people are dissapointed with new minmatar V3....Do something about it.


The art devs almost never read the forums, so they rarely bother with community feedback. Leave it to the 'artists' to do whatever the hell they like, screw everyone else's opinion.

No more 'ears' for the Vagabond is an excellent example. I haven't seen a single positive remark on that, but don't expect it to be reversed anyway. Or how about the Aeon, voted most fugly ship in every poll, yet it's the Maller that gets the makeover it doesn't need (tossing the Sacrilege's unique bits out as well, apparently the art devs are also a tad lazy).

Operation WRITE DOWN ALL THE THINGS!!!  Check out the list at http://bit.ly/wdatt Collecting and compiling all fixes and ideas for EVE. Looking for more editors!

Nomistrav
Center for Advanced Studies
Gallente Federation
#571 - 2012-06-13 20:32:22 UTC  |  Edited by: Nomistrav
Khanh'rhh wrote:
No, that is what YOU want it to be about. CCP and the CSM have stated they do not want that to be the aim, you have. The changes are to stop the current problems NOT fix the ones you are talking about. This has been explained to you over and over and you willfully ignore these posts.

It's now 25 pages of you using whatever ammunition you can imagine/create to try to push your agenda and has absolutely nothing to do with the wardec system.

It resolves the issue which only exists in your head. Other things that fix the issue: you can stop thinking about it.


This is the exact reason I'm not taking your argument seriously. You, and many others who disagree with Jade's views can't seem to propose a valid point without bringing in underhanded remarks or assumptive validation. You're stating that the reason Jade's proposition will not/cannot work is simply because they themselves are having an issue with it. I have yet to see any reasonable suggestion given besides "It's not geared toward larger alliances because you're insane".

Khanh'rhh wrote:
You can very well say that 1.1 isn't the perfect solution, but that doesn't mean that 1.0 should stay.


If you honestly truly believe this, suggest a better proposal. Do something productive instead of creating a flame war because I haven't seen anything on the defender's end besides blatant contradiction and what seems to be wanting the changes to go through because it's a change. It seems the defenders of the proposal don't like the way things work currently, and are just looking for a change in and of itself, rather than what that change does.

Kelduum Revaan wrote:
Please, either try harder with the misinformation, or please, just give up Jade.

There are people much better at making stuff up and blowing things out of all proportion than you are, and you're just looking like an amateur.


I honestly have lost faith in the CSM based on their performance as a whole, lack of communication with players that aren't specifically associated with them, and accusational posts like these.

michael boltonlll wrote:
The new system ensures that the people who ally you in a war dec are your actual friends who are joining because they are there to help you. The current dog pile mechanic is just being used as a way for corps whose entire business is wardeccing to not have to pay for their wardecs. The person who is accepting these allies can do so with zero cost or fear of repercussions. What other things can you do in Eve that have absolutely no risk or cost (hell even ship spinning costs time)?


I have previously suggested making allies and mercenaries two separate entities. Set a cap on allies, but nothing so extreme and stupid as to make it limiting; and make mercenaries unlimited. Pay for your defense, but have your closest suppoters there at all times. I don't know of a real world example where a country had to bribe the UN in order to allow their allies to participate in a war. War is unfair, but it's a double-edged sword. Someone tries to take on Israel they've got a lot more problems than just Israel.

EDIT: Honestly, having to pay 'x' amount per member of you corporation/alliance should not have a maximum. The reason I say this is because it's -AN ISK SINK-. I went ahead and bolded/underlined that so you can read it very clearly with distinction.

We as a community have stated (CCP/CSM during Fanfest) that we don't need anymore isk faucets. Ratting, mining, manufacturing, incursions, planetary interaction, wormholes keep dishing out free hand-outs while the only -true- isk sink is when you get murdered in space.

Throwing taxation on wars is a good thing when it's done right, but putting a cap on how much a larger entity has to spend simply because they'd have to pay more seems to be defeating that. I'm not opposed to allies of defenders having to pay to get in, but setting a cap on it without an alternative seems one-sided.

"As long as space endures,

as long as sentient beings exist,

until then, may I too remain

and dispel the miseries of the world."

~ Vremaja Idama

Nomistrav
Center for Advanced Studies
Gallente Federation
#572 - 2012-06-13 21:00:14 UTC  |  Edited by: Nomistrav
Continuing from where I left off, allow me to explain something..

The dev blog proposes an interval shift in how much is paid each time an ally joins. At that going rate, when you hit '10' allies you're paying 2,560,000,000 isk. Seriously. I can do a lot with a billion isk.

That number gets stupid when you start hitting '15' allies, which is around 81,920,000,000 isk. I could afford an entire fleet and make having allies pointless with that much isk. If I have EIGHTY-ONE BILLION isk to just throw out, I'm not going to be spending it on a corporation that may or may not participate in their, now, two week time-frame.

People have lives. They work. They have kids. They can't dedicate their entire time to this game. If there's an on-going war that persists for longer than two-weeks, I have to re-hire those allies. This is just plain silly.

In brief, for those of you who don't care to read or are having difficulties trying to see the points I'm making:


  • The cost of allies goes up as you take on more.
  • That cost gets ridiculous once you get past a certain range, going into the billions.
  • The aggressor now seems to have an advantage by never having to pay more than half a billion.
  • The allies a defender brings in are only present for two-weeks, -IF- real-life allows them to.
  • The money the defender would spend on allies is the money they could use to fund their own ships.


This makes an extreme advantage for a larger entity, I'm not entirely sure how this benefits smaller corps -at all- other than making them pay -more- to have a fighting chance. Dog-pile or not, these intervals of money are just insane. How many corps are in your average alliance? A lot more than six.

I'll say it -once again- and this time in big bold letters so that it may actually warrant someone's feedback.

Make allies and mercenaries two separate entities. Set the amount of allies you can have at three, or five. Mercenaries are then paid for using similar guidelines as are in Inferno 1.1 but altered as to not be bank-robbing.

Alternatively, keep the 'pay for allies' method but, again, change it so it's not bank-robbing.

EDIT: With the proposal I have made, Mercenaries can then be clearly viewed as what they are rather than an "ally" who has claimed affiliation. I don't have to be "allies" or "friends" with someone to be taking their money to perform a service, such as killing their enemies. This makes Mercenaries far more easily noticed, and increase their capabilities to build a reputation for themselves.

"As long as space endures,

as long as sentient beings exist,

until then, may I too remain

and dispel the miseries of the world."

~ Vremaja Idama

Salpun
Global Telstar Federation Offices
Masters of Flying Objects
#573 - 2012-06-13 21:06:07 UTC
We love you devs dont go hide Sad

If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide

See you around the universe.

Khanh'rhh
Sparkle Motion.
#574 - 2012-06-13 21:06:44 UTC  |  Edited by: Khanh'rhh
Nomistrav wrote:
Do something productive instead of creating a flame war because I haven't seen anything on the defender's end besides blatant contradiction and what seems to be wanting the changes to go through because it's a change

It's been said over and over and over again, but I will say it again:

The 1.1 change needs to go through because in it's current state the merc situation is more broken than it has ever been before.

Yes, we need a new solution, or rather a solution at all, but not bandaging an obviously gaping wound is complete insanity. The only reasons given here, or elsewhere, as to why it shouldn't be bandaged in this way has all been "BUT BECAUSE GOONS WANT IT LIEK DIS!!!!" which is patently false.

I would forgive you for missing this the first dozen times its been posted, but the exact logical reason you're claiming is missing has been stated many times. I'm sorry you seem not to agree with it, but there you are.

Yes, lets have a discussion on how to make 1.2 or 1.3 the solution which ends all issues on either side, but here, right now, there is a massive issue which needs solving. My corp of 50, despite me posting threads like this, attracted 25 of the very same entities that were also "allies" to Star Fraction when a tiny corp wardecced us. This is silly. It's completely broken. This is BEFORE I even go ahead and decide to lock the said corp into the war forever, and lock every ally in with them.

This is a patch. What you're looking for is an iteration. Half baked ideas and general whine that wardecs are possible, and if they are OH GOD ALL ALLIES MUST BE FREE UNTIL N=N, is not the issue on the table, here, now.

It's not just Jade in this, it's everyone.

"Do not touch anything unnecessarily. Beware of pretty girls in dance halls and parks who may be spies, as well as bicycles, revolvers, uniforms, arms, dead horses, and men lying on roads -- they are not there accidentally." -Soviet infantry manual,

Masterkiller Mechanics
State War Academy
Caldari State
#575 - 2012-06-13 21:09:16 UTC  |  Edited by: Masterkiller Mechanics
It seems a very easy solution is to provide a fee for the attacker based on size over the target corps size. Your fee increases based on your ratio of members over your opponent. 1000 member corp declares war on a 100 member corp, the cost to declare war and maintain it is increased by X% or whatever formula they wish to use. This promotes war between corps of the same size while deterring much larger corps from declaring war on tiny corps.
Khanh'rhh
Sparkle Motion.
#576 - 2012-06-13 21:09:27 UTC  |  Edited by: Khanh'rhh
Nomistrav wrote:
Continuing from where I left off, allow me to explain something..

The dev blog proposes an interval shift in how much is paid each time an ally joins. At that going rate, when you hit '10' allies you're paying 2,560,000,000 isk. Seriously. I can do a lot with a billion isk.

That number gets stupid when you start hitting '15' allies, which is around 81,920,000,000 isk. I could afford an entire fleet and make having allies pointless with that much isk. If I have EIGHTY-ONE BILLION isk to just throw out, I'm not going to be spending it on a corporation that may or may not participate in their, now, two week time-frame.

This is the entire point.

Stop "hiring" one man Jita campers and hire 5 proper merc outfits and you won't need to hit 10 allies. Chose your mercs wisely ... does this mean you'll have to pick, chose and compare offers rather than "accept all, pay nothing"? Yes, again, the point.

Seriously, one competent merc contract was always seen as the norm before so please, god, tell me why you need 15 all of a sudden or it's Goons online ohgodCCPwhyareyouhelpinggoons.

"Do not touch anything unnecessarily. Beware of pretty girls in dance halls and parks who may be spies, as well as bicycles, revolvers, uniforms, arms, dead horses, and men lying on roads -- they are not there accidentally." -Soviet infantry manual,

Nomistrav
Center for Advanced Studies
Gallente Federation
#577 - 2012-06-13 21:10:38 UTC
Khanh'rhh wrote:
Nomistrav wrote:
Do something productive instead of creating a flame war because I haven't seen anything on the defender's end besides blatant contradiction and what seems to be wanting the changes to go through because it's a change

It's been said over and over and over again, but I will say it again:

The 1.1 change needs to go through because in it's current state the merc situation is more broken than it has ever been before.

Yes, we need a new solution, or rather a solution at all, but not bandaging an obviously gaping wound is complete insanity.
It's not just Jade in this, it's everyone.


That's not a proposal, suggestion, recommendation, alternative, or option toward the solution. That's a statement of knowledge that has already been relayed.

"As long as space endures,

as long as sentient beings exist,

until then, may I too remain

and dispel the miseries of the world."

~ Vremaja Idama

Nomistrav
Center for Advanced Studies
Gallente Federation
#578 - 2012-06-13 21:13:51 UTC  |  Edited by: Nomistrav
Khanh'rhh wrote:
Nomistrav wrote:
Continuing from where I left off, allow me to explain something..

The dev blog proposes an interval shift in how much is paid each time an ally joins. At that going rate, when you hit '10' allies you're paying 2,560,000,000 isk. Seriously. I can do a lot with a billion isk.

That number gets stupid when you start hitting '15' allies, which is around 81,920,000,000 isk. I could afford an entire fleet and make having allies pointless with that much isk. If I have EIGHTY-ONE BILLION isk to just throw out, I'm not going to be spending it on a corporation that may or may not participate in their, now, two week time-frame.

This is the entire point.

Stop "hiring" one man Jita campers and hire 5 proper merc outfits and you won't need to hit 10 allies. Chose your mercs wisely ... does this mean you'll have to pick, chose and compare offers rather than "accept all, pay nothing"? Yes, again, the point.

Seriously, one competent merc contract was always seen as the norm before so please, god, tell me why you need 15 all of a sudden or it's Goons online ohgodCCPwhyareyouhelpinggoons.


Null-sec faces these issues all the time. It's not just about thousands versus hundreds, it has to do with time-zones as well. As I've previously stated, if a corporation of 1,000 has to pay 500,000,000 isk to start things up; and they're all in one time-zone, and the defender has 500, and is in a completely different time-zone; they would have to hire TEN corporations of FIFTY people in order just to bridge the number gap, let alone time-zone differences.

EDIT: By the way, I did the math for you, that's 2,560,000,000 isk. Effectively five times the amount the attacker had to pay.

"As long as space endures,

as long as sentient beings exist,

until then, may I too remain

and dispel the miseries of the world."

~ Vremaja Idama

Khanh'rhh
Sparkle Motion.
#579 - 2012-06-13 21:14:20 UTC
Nomistrav wrote:
That's not a proposal, suggestion, recommendation, alternative, or option toward the solution. That's a statement of knowledge that has already been relayed.

Yes, the part where I said "this isn't a solution" pretty much made that very clear. What is your point?

"Do not touch anything unnecessarily. Beware of pretty girls in dance halls and parks who may be spies, as well as bicycles, revolvers, uniforms, arms, dead horses, and men lying on roads -- they are not there accidentally." -Soviet infantry manual,

Khanh'rhh
Sparkle Motion.
#580 - 2012-06-13 21:16:31 UTC
Nomistrav wrote:
Khanh'rhh wrote:
Nomistrav wrote:
Continuing from where I left off, allow me to explain something..

The dev blog proposes an interval shift in how much is paid each time an ally joins. At that going rate, when you hit '10' allies you're paying 2,560,000,000 isk. Seriously. I can do a lot with a billion isk.

That number gets stupid when you start hitting '15' allies, which is around 81,920,000,000 isk. I could afford an entire fleet and make having allies pointless with that much isk. If I have EIGHTY-ONE BILLION isk to just throw out, I'm not going to be spending it on a corporation that may or may not participate in their, now, two week time-frame.

This is the entire point.

Stop "hiring" one man Jita campers and hire 5 proper merc outfits and you won't need to hit 10 allies. Chose your mercs wisely ... does this mean you'll have to pick, chose and compare offers rather than "accept all, pay nothing"? Yes, again, the point.

Seriously, one competent merc contract was always seen as the norm before so please, god, tell me why you need 15 all of a sudden or it's Goons online ohgodCCPwhyareyouhelpinggoons.


Null-sec faces these issues all the time. It's not just about thousands versus hundreds, it has to do with time-zones as well. As I've previously stated, if a corporation of 1,000 has to pay 500,000,000 isk to start things up; and they're all in one time-zone, and the defender has 500, and is in a completely different time-zone; they would have to hire TEN corporations of FIFTY people in order just to bridge the number gap, let alone time-zone differences.

Or one corp of 500
Or two of 250
Or three of 166
Or four of 125

All of which are completely reasonable, both with respect to actual sizes of merc outfits available to you today, and your ability to pay for them under 1.1

Are you reaching a point anytime soon?

"Do not touch anything unnecessarily. Beware of pretty girls in dance halls and parks who may be spies, as well as bicycles, revolvers, uniforms, arms, dead horses, and men lying on roads -- they are not there accidentally." -Soviet infantry manual,