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So you don't like the FW system-Lets pretend to be devs!

Author
Ginger Barbarella
#21 - 2012-08-21 22:22:42 UTC
BolsterBomb wrote:
1) I am a proponent for removing rats from ALL plexes. The reason is simple. CCP intended the plexing to be pvp not pve, the rats discourage pvp. I cant fight people that come in with full rat agro. So I have to leave the plex to fight them.


What about giving plex rats some teeth? Beef them up to Incursion strength of appropriate hull size (cruiser for cruiser-sized plex)... Let's face it, the rats in plexes aren't even bothered with these days. Give players something to worry about.

"Blow it all on Quafe and strippers." --- Sorlac

Cearain
Plus 10 NV
#22 - 2012-08-21 22:31:29 UTC
RavenPaine wrote:
Without rats, ppl would just cloak up. Farmers would still farm.
Rats keep you targeted, and they add suport for the faction that actually owns the system, as they should.
.


Eh, they could make it so cloaks don't work in plexes. There have been so many other exploits involving people cloaking in plexes they might fix a whole slew of problems.


I just think the players actions should entirely decide the war.

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

X Gallentius
Black Eagle1
#23 - 2012-08-21 23:48:07 UTC  |  Edited by: X Gallentius
Any decent modification to current plexing mechanic covers three items.
1. There needs to be something to make sure appropriately sized ship or gang completes apprpriately sized plexes most efficiently.
2. The NPCs should not interfere with pvp.
3. Plex must be able to be closed if one side does not show up to fight.

Proposals of "no rats in plex" fail on Item No. 1. Farmers are going to farm and we're right back to where we are now.
Proposals asking for amped up rats fail on Item No. 2. The consensus of the community is that it wants true PvP, not Incursions.
Proposals asking that plexes only close after a fight fail on No. 3. You have to be able to "win" even if the other side doesn't show up.
Hrett
The Scope
Gallente Federation
#24 - 2012-08-22 00:07:18 UTC  |  Edited by: Hrett
X Gallentius wrote:
Required:
1. Kill all rats in plex <--- Everybody and his brother
2. Timer countdown to 0 if nobody is in plex <--- Juius Foederatus/Super Chair

Optional:
3. No rewards for plexing systems above 110% <--- Many people.
4. No mission in your currently owned systems. <--- CCP CSM minutes

See what happens. Whine about people abusing your isk source for another 6 months.


This about sums it up. If this is done, it will fix a large majority of the problem.

I dont necessarily agree with #2, but I can live with it.

And if these changes dont fix it, they can tweak it again. Regardless "doing nothing for 6 months" is not a valid option.

spaceship, Spaceship, SPACESHIP!

Garresh
Mackies Raiders
Wild Geese.
#25 - 2012-08-22 03:50:17 UTC  |  Edited by: Garresh
K. My turn. Here's the problems:

Factional Warfare is designed in many ways to be Null-lite. It's a way to get newer players into PvP and allow them to learn and fund their introductory PvP through contesting and capturing complexes.


There are 2 fundamental problems facing the devs that all other problems stem from. Fix these, and Factional Warefare will be awesome.


Problem 1: Rewards. Currently, payouts from plexes are divided evenly between everyone in a complex. This is designed to encourage small scale combat and discourage blobs. The issue with this is that if you swing too far one way, as in current mechanics, solo players capturing plexes in empty systems are easily pulling in 150+ mil an hour, at least. If you were to remove the divison mechanic, and, say, make everyone in a Major plex get 25,000 LP, then you encourage blobbing to the maximum because it's significantly safer as a method of plexing and guarantees much larger income. Solo pilots are no longer really viable. Sure, you can still plex with alts, but solo PvP is destroyed.

Summary: If you make rewards scale with fleet size, fleets become absurdly large and solo PvP dies. You make the rewards encourage small groups, and alt farming is optimal, as shown now.

Proposed fix: Diminishing returns on LP rewards based on time and kills. A pilot who captures plexes all day and doesn't get any fights will suffer significantly diminished income after a period of 1hour to 1.5 hours. Frankly, an hour and a half of roaming/plexing is plenty of time to find a fight. Potential problems with this is that newer players will have issues keeping their LP gains high due to problems with getting kills. Second component is a "ramp up" of rewards before approaching a cap. A major plex gives 10,000 LP to 1 pilot, 10,000 LP each to 2 pilots, up to 50,000 LP total, divided among 5 pilots. Any number of pilots over 5 suffers diminishing returns on LP rewards as a way to discourage the excessive blob, while still allowing solo pilots to get paid. A solo pilot who gets a fight every hour and a half maintains optimal income while still being able to go out and do his PvP thing. Additionally, this favors a playstyle of logging in, farming a plex or two, and then going out and looking for fights. It still has a PvE component, but encourages pilots to split their time between combat and logistical duties of plexing.


Problem 2: Defensive NPCs. This one is a bit more tricky, but the basic issue here is that in order to plex requires fitting yourself to do PvE. Most frigate PvP fittings can just speedtank major plexes or have the firepower to clear minor plexes, but it creates issues with scalability. To do the larger plexes efficiently requires either some PvE fittings, large blobs, or ASB abuse. Now this leads into the second problem. If you increase the power of defenders, to prevent alt farmers from farming all day, but you force players seeking PvP to fit for PvE, which further discourages PvPers from doing complexes, and farmers from doing PvP. If you go the opposite extreme and remove all defenders, it makes alt farming very easy, but allows players to actually fit *any* PvP fitting and still assault enemy complexes. But then alt farmers are all over the place.

Summary: If you remove plex NPCs, alt farmers go nuts. If you strengthen them, PvP fittings can't actually plex. Currently we're somewhere in the middle, with the worst of both worlds.

Proposed fix: Remove NPCs, but add incentives to defensively plex, in the form of a Faction-wide "alert" system and LP payouts for defensively plexing, IF the plex you're defending is actively under attack. Basically, no defensive NPCs to encourage PvP ships to plex. Whenever a hostile pilot starts to capture a friendly plex, a faction wide alert goes out via a new tab on the FW window. Players looking to PvP or serve their cause just log in, check the current defensive bulletins, and move to respond. It would show, in real time, how much time is left on that particular button, so that you don't find yourself moving to defend a plex that only has 30 seconds left. IF you kill/drive off the hostile, and then sit on the button to time it down, you would receive LP rewards for it based on how far the plex was pushed by the hostile(to prevent defensive plexing abuse). here's an example. An alt farmer starts capturing a friendly major plex. He gets it timed down to 1 minute left before being chased off by you, intrepid stellar stud that you are. You sit on the button and force it back, which gives you all the LP the enemy player *would* have gotten. In this case, roughly 22,500 LP. Perhaps less, but that's just something in need of tweaking down the road. This creates a way for PvP pilots to get their fights, AND get paid in the process, without creating an exploit like the goons did with the LP/kill trick they pulled a while back. LP is finite, and based on "stealing" LP from the attacker at a 1:1 ratio based on how much potential LP he created, but did not receive due to your defensive efforts. It also ties your LP gains to time because you have to wait out the button as well, so you can't just defend 10 plexes in 5 minutes and make a billion isk.


Bam. All your problems fixed. Can I haz job CCP?


Edit: Oh actually, I dunno who originally suggested this, but I feel it is important given the lack of NPC's in my previous suggestion. Allow the button to target, and potentially warp jam. Make it so that entering a plex is a comittment, and give the warp jam a range of say...current button range +50-100%. So 37-50km for majors, and 15-20km for minors. Otherwise cloaking and warping still allow some farming(although farmers would still be chased off just as easily and get no cash without this). If anyone knows who originally suggested that please post that and I'll edit a link into this post.

This Space Intentionally Left Blank

David Devant
CTRL-Q
#26 - 2012-08-22 06:38:19 UTC
My own proposals would be more radical:


My random musings, be interested to hear what you think...

Plexing Proposal:

FW plexs spawn in hostile space. They degrade the level of occupancy without player intervention. When occupancy degrades to 25% systems are at full scale war and plexs from opposing factions start to spawn equally within a system. This troubled equilibrium is the natural state of the war zone prior to intervention.

When a player intervenes in a plex to halt incursion they help to solidify the occupying militia's strength. This yields benefits. What do they get? They do not get lp. They do not personally get anything that the rats haven't dropped. Instead, their corp gets victory points for that specific system. If the corp intervenes sufficiently to secure occupancy they get the right to levy taxes upon that system's population. Thus FW plexing does nothing for your personal wallet, it is instead a strategic aim to strengthen corp and alliance backbone. 

Plexing Mechanics:

1.  Plex spawning times as they are at present would require too much effort in maintaining occupancy and would have to be reduced.
2. Plexs are stupid at present. I would propose that they look something like DED sites. You get in and have to destroy npc ships and then have to take down a hostile installation. This should take something close to the present time necessary to cap a plex. Once the initial spawn is dead the playing field should be reasonably even for 1v1 combat.
3. I like the idea of navy commander spawns as a slight player incentive, not really worth it for farmers but a nice gift to reward effort.  
4. In terms of taxation, hostile space should yield greater taxes. There would also be variation between systems due to differing populations. Under the proposed conditions much of FW space would be in chaos as it is hard for a corp to maintain occupancy over multiple systems. This is fine.
5. Full occupancy allows perks such as a cyno jammer, dock blocking, manufacturing slots etc. These perks degrade as occupancy degrades.

FW Missions:

LvL4 missions should not be an isk faucet for null bear alts with no interest in the war. They should be really hard and give really good rewards for team play. My proposal is that they should require you to roll a sizeable pvp force in to hostile space and should be risky. If successfully completed the destruction of hostile targets should make an impact on the hostile war effort via system occupancy. I.e. lvl4 Amarr Navy Munitions Works, Minmatar Secret Service Renditions Facility. Rewards will be greater for attacks on fully militarised systems. Lvl5 missions should be introduced which are ungated and allow capital ships. Opportunities for shiny ganks ahoy! 

Lower missions classes should be soloable but pretty difficult still. Not really worth it as an activity for experienced players but a good isk source for noobies.

Tiers:

Get rid. The prize for greater occupancy is corp funding via taxation. In terms of isk, plexs and missions should reward either side equally. Additional rewards in terms of occupancy will depend on the dynamics of the war zone.  The returns should still be very good but would require substantial commitment of assets from waring parties.
Bad Messenger
Rehabilitation Clinic
#27 - 2012-08-22 07:12:17 UTC
Ginger Barbarella wrote:
BolsterBomb wrote:
1) I am a proponent for removing rats from ALL plexes. The reason is simple. CCP intended the plexing to be pvp not pve, the rats discourage pvp. I cant fight people that come in with full rat agro. So I have to leave the plex to fight them.


What about giving plex rats some teeth? Beef them up to Incursion strength of appropriate hull size (cruiser for cruiser-sized plex)... Let's face it, the rats in plexes aren't even bothered with these days. Give players something to worry about.


YES, GIVE THEM SOMETHING TO WORRY ABOUT, BUT NOT NPC, MAKE SOME REASON WHY PLAYERS CHASE THEM UNTIL THEY DIE OR QUIT.
IHaveCandyGetInTheVan69
Crouching Woman Hidden Cucumber
#28 - 2012-08-22 07:51:26 UTC
Missions should be the primary income for FW players, plexing should give no LP. Add L5 missions as previously stated that show up to the enemy and offer significant rewards, 500k or so LP so people dont just farm 4s instead.

Warzone control should dictate LP earned, not store price

Plexing adds/removes LP from IHub.

Systems decontest passively.

IHub upgrade level dictates how much a system decontests itself.

Fewer, longer plexes per day, with a big impact broadcast to hostile milita. 5% contest or so taking an hour and similar to a DED site. Give the hostiles time to respond. Some static bubbles to make it harder to run on a whim.

LP strore fixed prices at T3.
Bad Messenger
Rehabilitation Clinic
#29 - 2012-08-22 07:57:37 UTC
IHaveCandyGetInTheVan69 wrote:
Missions should be the primary income for FW players, plexing should give no LP. Add L5 missions as previously stated that show up to the enemy and offer significant rewards, 500k or so LP so people dont just farm 4s instead.

Warzone control should dictate LP earned, not store price

Plexing adds/removes LP from IHub.

Systems decontest passively.

IHub upgrade level dictates how much a system decontests itself.

Fewer, longer plexes per day, with a big impact broadcast to hostile milita. 5% contest or so taking an hour and similar to a DED site. Give the hostiles time to respond. Some static bubbles to make it harder to run on a whim.

LP strore fixed prices at T3.


Your plan involves automatic defend :(
why?
This should be pvp war not pve war
David Campbell
Gallente Militia War Supplies
#30 - 2012-08-22 08:45:58 UTC  |  Edited by: David Campbell
Since everyone seem to have an opinion, here's my 2 cents :

1. No LP payouts for plex.
2. Countdown to 0, if no-one is in plex
3. When a system is flipped, it is 50% contested.
4. System upgrade is linked to how contested a system is, ie : Lvl 0 = 50-100%, Lvl1 = 40-50%, Lvl 2 = 30-40%, Lvl 3 = 20-30%, Lvl 4 = 10-20%, Lvl 5 = 0-10%

What I see happening with these changes :

If plexing no longer gives LP we would get rid of farmers, speed tanking or otherwise. FW mission would be the main source of income, as it was pre-patch but a pretty decent one if you can achieve and maintain a good tier. Farmer would still farm those but they would have no impact on the war.
As plexing would control the tiers level, we would have to plex them. Both offensive and defensive.

There would be no incentive to keep a system vulnerable for weeks or overplex it.
It would be harder to achieve the higher tiers (4 or 5) but it would be easier to keep it for any length of time and they would reflect real control of the militia over the warzone.

As long as we keep a system that allows us to make billions of ISK with little or no effort at all, we will be plagued by farmers. These change would cut into the income we are getting used to but if I recall, we were making decent ISK pre-patch. I mean enough to pvp on a regular basis.

Anyway, I just hope CPP does something quick, at least before the Gal-Caldari front ends up like the Amarr-Minnie one.
Alticus C Bear
University of Caille
Gallente Federation
#31 - 2012-08-22 08:57:06 UTC
I do not want to do missions, if they counted towards system vulnerability then I may pick one up as a target for my roam, I cannot complete a level 4 in a balanced PVP fit though and my goal is PVP. I want to earn ISK having fun roaming for PVP, my play time is shorter than some. I accept I may not always profit because I am bad at it.

I agree with better upgrades would encourage more LP investment for local reasons.

Defensive plexing LP filtering back into the HUBs is a good idea. It gives an incentive for people in their home/key systems especially.

Not being able to add lp to the Hub in vulnerable systems sounds good, again linked with the LP filtering back in from defensive plexing would provide a good mechanic.

No one wants to defensively plex down from a ridiculous %, 110% cap is good. We should see this percentage also. LP rewards for Plexing vulnerable systems should be lowered but not removed.

If no plex activation notifications are introduced, then at least a little red up/ green down arrow in the system vulnerability column next to the percentage so you can see whether it last went up or down it may enable you to judge whether systems are being actively defended/ attacked.

Quick possible fixes: -

The problem with the NPC’s is not the power level, if anything they hit too hard hence the reason they are speed tanked.

CCP has already shown it can quickly remove NPC’s from plexes they did this with the E-war vessels.

Remove the first standing spawn - these guys normally lock you up straight away, if I open a plex with a war target in local then I expect/hope for some form of fight this initial spawn is the first blocker to that happening.

If a fight is not imminent then the NPC’s will still be spawning as normal it just gives a few minutes grace period.

Excluding minors, remove half the rats in all the spawns, preferably not the ones with high value tags (people may destroy these anyway for the tags) also not the frigates as they are dealt with easily and are perhaps the only hope against the speed tankers. The rats that should be removed are the slow/ poor tracking ones that hit like a brick wall all of a sudden if you lose transversal/speed. Hopefully this makes completing plexes in PVP fit ships of normal size easier. It does not solve the speed tanking issue, but may encourage people to try other fits or ship types.
Alticus C Bear
University of Caille
Gallente Federation
#32 - 2012-08-22 08:59:49 UTC
Plexes In the future.

It does make me wonder why orbiting buttons is so important for faction governments? At least with NPC’s there it feels like some sort of skirmish/ pitched battle. I would not like them to be removed.

Not quick fixes but I still feel NPC’s have a role in encouraging PVP tactics.

NPC from the allied faction could be swapped in to plexes adding a third damage type; this may deter high dual resist pve style fits.

NPC’s could spawn closer, they project dps over quite a distance in anything but a minor, yet most PVP fit ships are built around DPS within short and long point distance.

Improve the NPC frigate speed and tracking. They are easily killed but they should be the ones to deter speed tankers.

The button could be replaced with an NPC transport/combat vessel. No shooting stationary ships but instead if it not warp disrupted then after a few minutes it warps away. It will come back after a few minutes but with added time on the timer. The time before it warps and the time it is away could vary depending on plex size. It does not need to be constantly warp disrupted just occasionally, every few minutes should be enough to allow a plexer to break off to deal with an intruder.

End of level spawn NPC boss that has to be killed to complete the plex. Don’t need to kill all NPC’s just this one, it can be made so that a Major complex final NPC is hard to kill in a frigate.
Mardrus
Perkone
Caldari State
#33 - 2012-08-22 09:18:39 UTC
I think the idea of replacing NPCs by a structure is going somewhere.

Keep the timer and add a structure with an amount of hit points that suits ship size intended for the plex size.

i.e. big strong structure in major meant for BC 500-1000 DPS and would take maybe 10 mins with that amount of DPS to kill.

Remove all rats.

Results

Gunless frigs can't run any plexes.
Frigs with guns will take long time to run majors due to structure hit points.
Incourages fleets.
Incourages bigger ships
And no NPCs incourage PVP.

= WIN

I would still not rejoin FW as I could still not be bothered to plex but that I think is a very good idea for solving afk plexing and making the involvement / isk ratio higher than it is now.




Kuehnelt
Devoid Privateering
#34 - 2012-08-22 09:54:41 UTC  |  Edited by: Kuehnelt
Mardrus wrote:
i.e. big strong structure in major meant for BC 500-1000 DPS and would take maybe 10 mins with that amount of DPS to kill.

Remove all rats.

Results


Tankless frigs can run Minors and maybe Mediums efficiently.
They'll still warp away, hide in safespots, leave system, be pure farmers that you can't fight except by shooing them away like flies.

Mardrus wrote:
Incourages fleets.
Incourages bigger ships
And no NPCs incourage PVP.

= WIN


I think what this idea needs is a 'poison pill': like, a button just like the one we have, but with a very short timer, and that only counts down for defending militia.

If defenders show up, and you don't want to fight them, then they can just run to the button and kill the plex. If they drive you off and you need to reship, this is technically what you call a 'win' for them and they can secure the win by killing the plex before you've much time to return.

Perverse behaviors that CCP should keep in mind as they design this mechanic:

1. Attackers that can play a boring blueball game of 'keep away' within the plex until the defenders give up and leave.

2. Defenders that can race a gunless frig past the attackers to the button and kill the plex without fighting for it.

Both of these might be solvable just by tuning of the button's ranges and the length of its timer.


The structure idea gives laser boats a slight advantage: they can use small-volume infinite ammo to hammer the structure, and then switch to real ammo at the last moment. Drones also have 'infinite ammo'. Projectile and hybrid plexers need to remember to carry lots and lots of cheap ammo around, and in easy reach, and need longer to switch ammo. Maybe this isn't a big deal.
Dan Carter Murray
#35 - 2012-08-22 10:00:14 UTC  |  Edited by: Dan Carter Murray
Ezra Tair wrote:

-The plex system does not change. (orbit buttons, sizes, and spawning)
-LP for offensive plexing is awarded only if the system is upgraded, and only until the LP in the 'hub' is gone. So if the system is not upgraded, it does nothing but contest the system.
-Militia wide tier only affects LP earned though PvP kills. Higher it is, the more you get for PvP kills. (With a check to prevent abuse)
-The LP store is changed back to pre-Inferno values(or some static value), so keeping a high militia wide tier is not about spiking it for an hour.
-The system 'level' bought with donating LP to the Hub effects the system as a fucntion of its level.
IE- at level zero nothing changes, level one plexes take longer to countdown, level two the opposing militia cannot use station services, at level 3 they cannot some more station services, at level 4 they cannot dock, and level 5 they cannot anchor new objects (like a pos or can).

I like your post so I won't be a jerk and I will take it seriously.

I don't like the 15 minutes to cash out system. Tier i think would be better to be solely based on the # of systems.
Lp store back to pre inferno for tier 1. Scale down prices for increased tiers.
System upgrades only for adding perks to the system such as industry slots, cheaper tax, no docking, cyno jammers, and lower repair costs (examples). Other ideas could be the anchoring or making gate guns station guns do increased damage.
I would like to see that ANYONE except opposing militia can donate lp to hub (based on above).
I do like the"unique" lp store items idea. I don't know which items would be best or new items.
No missions in home systems.
I disagree with resetting timer when warping out of plexes IF all rats must die.
I think all rats should die, but I agree with x gal that the dps is lowered, but the tank should stay the same imo.
I would like to see diminishing marginal returns for lp in combat to encourage sub blob man fleets (not cheap shotting LNA/IO) maybe have sub 5 man KMs pay the most.
I like infinite vulnerability to secure ihub bash and I like the 110% cap that was mentioned.
Defensive plexing should pay 1/10 of offensive plexing.
Slight lp modifier based on rank (i.e 1.01 up to 1.10 for highest rank)
Lp can be donated to decontest. This should be an absurdly expensive investment such as 100,00 lp per %
Absolutely no mails if someone opens a plex. Undock to find out.

Can I go back to pissing off minmatar on the forums? It's fun to call them out.

[troll]Also, I'd like to see gate and station guns hit non fw players with a 100x multiplier. This is for me personally because I found the most hilarious picture to add to my fw album based on this situation.[/troll]

Edit: no gcc for attacking neutrals who enter plexes

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

Machiavelli's Nemesis
Angry Mustellid
#36 - 2012-08-22 10:33:02 UTC
Some basic tweaks to the plex/LP system.

Offensive plexes no longer increase contested level or give LP once a system is vulnerable so in all cases, 1 defensive plex will take it below 100% contested and there's no point in holding it vulnerable indefinitely

Give defensive plexing a small LP reward, smaller than offensive plexing. Virtually no one bothers to defensive plex given the ease of letting a system fall then farming LP while you flip it back. If there was some reward to it, it might become popular again.

System contested level naturally decays over time. If no plexes are run in a certain timeframe the system contested level drops by a fraction of a percent (make up numbers as you see fit). Currently, farmers roaming through systems running easy plexes for LP actually contribute significantly, if their efforts were naturally undone over a period of a few hours then it would bring the emphasis back onto concerted efforts to contest the system. This would also mean that running a gunless alt out of a plex and denying him the button for a length of time would work just like d-plexing, in a way :)

Restrict plex-spawning to "front line" constellations. At the moment it's way too easy for plexing alts to set up in low traffic backwater systems and go to work without anyone stopping them. If plexes only spawned in active regions (starting with the default amarr/minmatar setup this would mean compressing plexing activities into the kourm-kam-lamaa, ezzara-tzvi and auga-dal-siseide areas initially. Conquest of all or a significant number of these systems would open up plex spawning in connected constellations (so the tararan-roushzar, gulm/bosboger and hofjaldgund-frerstorn pipes). Couple this with the current lockout mechanism and you have an almost realistic battlefront. Force the enemy to retreat behind a tangible line and deny them access to resources and trade routes (minmatar getting booted out of Hed constellation would make supplying from rens trickier for example).

With regard to the above, FW missions no longer send you to areas your militia has already conquered. Enemy held territory only. Literally behind enemy lines.

All-in-all this would force the plexing activity into more populated areas and thus mean less farming/more fighting over plexes. That is, unless one side is totally indolent and can't be bothered to defend themselves...





Dan Carter Murray
#37 - 2012-08-22 10:40:57 UTC
One more thing:

You can only plex in your territory (amarr in minmatar space and vice versa).


Omg I want to respond to Machiavelli post, but I promised I'd behave.

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

Crosi Wesdo
War and Order
#38 - 2012-08-22 11:24:45 UTC  |  Edited by: Crosi Wesdo
How about this? Would need veriety on the theme for different sized/plex types. Im sure its very similar to what has been suggested already but here goes.

No combat NPC's

1> Capture area inside plex is 100km around the warp in.
-This means the plex is contested as soon as there are 2 opposing faction members inside and timer pauses.
-This means that all people in the plex should be able to perform all pvp roles and still be eligible for reward.

2> When timer is complete a hostile NPC ship warps in to your 'ambush', perhaps a freighter,
-NPC Target with ehp relative to the plex size.
-NPC target has a modest HP regen relative to plex size.
-Possible requirement to 'point' the NPC or it aligns out and warps when attacked.

3> If NPC is destroyed plex is done.

4> If you leave the plex at any time the timer starts counting backwards.
-If NPC is present at this point it warps out.
-NPC will warp back in but with full hp if the timer is counted back up.


Also, im strongly against preventing minmatar plexing caldari space and amarr plexing gallente :p
Cearain
Plus 10 NV
#39 - 2012-08-22 12:51:54 UTC
End station lockouts.

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

Cearain
Plus 10 NV
#40 - 2012-08-22 12:58:19 UTC
X Gallentius wrote:
Any decent modification to current plexing mechanic covers three items.
1. There needs to be something to make sure appropriately sized ship or gang completes apprpriately sized plexes most efficiently.
2. The NPCs should not interfere with pvp.
3. Plex must be able to be closed if one side does not show up to fight.

Proposals of "no rats in plex" fail on Item No. 1. Farmers are going to farm and we're right back to where we are now.
Proposals asking for amped up rats fail on Item No. 2. The consensus of the community is that it wants true PvP, not Incursions.
Proposals asking that plexes only close after a fight fail on No. 3. You have to be able to "win" even if the other side doesn't show up.



Your first item doesn't really make sense. It doesn't prevent farming. It just prevents farming in frigates. If you want to prevent farming then make it a pvp mechanic.

I don't mind that people want to do majors in frigates. If frigates want to fight my bc I will take that fight. Maybe there will be 10 of them in there. My problem is that I have to constantly be running all over chasing them if I want to know where they are doing majors in frigates.

If we militias knew where plexes were attacked and we had some sort of timer countdown you wouldn't see people trying to run majors in figates unless they wanted to fight bcs in it.

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

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