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The Political Mechanics - General Discussion

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Noisrevbus
#1 - 2012-08-24 17:36:51 UTC  |  Edited by: Noisrevbus
This post may be revisited and re-structured with a better format and overview at a later time...

It has dawned on me, more lately, that many of the reservations i have with this game and many other recurring topics that appear on these forums all tie back to the mechanics of the political system.


The numbers paradigm is derived from powerful mechanics in the game

Many of those features are simply way way too powerful and that is what drive numbers and the mysterious "blob". The ability to set people red or blue have no limitation. Setting up an alliance rather seem capped toward the total playerbase than anything else, as we see standalone communities of 10.000 players who operate within larger coalitions.

What is amiss here is what i would label as "cumber in number". How a growing volume give you advantages but usually come with disadvantages as well, raising the demands on your organisation. Mind you, i'm not saying that organizing a large alliance or coalition in EVE is easy. It is however not balanced toward the advantages it bring, and running a 10.000 man outfit is not appropriately more complex to organize than running a 1000 man outfit. More importantly, it is not balanced in the game mechanics. The challenges you face running a large entity tend to come from the outside.

This aspect of the game, with inifinite volumes that have no mechanical drawback, only meta-derived ones, also have a tendency to trickle down and affect issues some people belive are unrelated.


One example of relation is the discussion of removing local

Is the problem characters appearing in local? It could be in low-populated systems, but the comming to terms with that is rather to endorse movement in those systems to make a "visitor" less outstanding. Compare deep nullsec with lowsec in that regard. Lowsec residents are simply so much more used to ships passing through their systems that they do not pay them enough note to consider them a threat. If they did, they would see threats everywhere. While that's likely why some groups do not venture into lowsec as well: The point is that traffic will numb sensitivity.

Instead the problem is the political system. It's not "people in local" that tend to alert players, it's "neutrals in local" because a neutral is an exception, a threat. Instead of removing local you could just as easily remove political standings from local. If people acustom to neutrals the issue is contained. It could still be an intel tool in combination with intel channels, but it would be less powerful as a tool that detect exclusion in volume.


What about the common reservations?

To "numbers" discussion someone is likely to suggest that: If you limit corporation and coalition sizes more, larger groups will just create wings: "The largest alliances would just create Token Alliance 1-10".

Another common reservation is that "people will still have friends". People will still collaborate politically and you can't remove that from the game.


Here's where it get interesting: We don't want to remove that from the game, i do not anyway

The problem is not that people collaborate or have vast outside community pools to pour members from. The problem is the power of the game mechanics that enable them. The problem is game mechanics like inifinite blues, not player disposition for safety in numbers. Outside tools may have cumber, or theoretical- or meta organisation may, but the ingame mechanics are "flawless".

It doesn't describe itself in reservation of "human nature".

This also trickle to issues like Supercapitals or lag, server/client performance and TiDi. Supercapitals become more important when scale have no drawback and content is continuously increasing in volume.

In fact, we want behaviour like in the examples above. We want a large organisation to splinter up in a complex organisation of many corporations and alliances. That means they can still be themselves, but it comes at the price of demanding more from them on an organisation level using the ingame tools.


Meta is the mediator

They all point to one intersting thing: meta will always exist and it is the defining point of balance.

If you provide more or less powerful tools you will just shift the meta. If you provide faster servers we will grow our numbers to match. If you let alliances be larger, it will simply mean that more people are needed to fill out the coalitions.

We want the meta.

The player creativity start outside of the tools. Regardless of mechanical volume or power.

We want people to continue to collaborate, have political schemes and deal with diplomacy. We do however want to strain that diplomacy more as size increase and we want more conflict derived from it. A diplomat in EVE must have an incredibly easy time today as the removal of blues from overviews and similar ensure that there is little to no snafu that can lead to diplomatic incidents.


What snafus?

If one large group have friendly political connections to another and they collaborate and share a grid, that is fine. However, if they do not see each other blue or can remove each other from overview or grid their mass of numbers also ensure the cumber of letting other ships hide in the mass, and (risk of-) "blue on blue" misunderstanding.

When it comes to finding targets you have a direct cumber there. The more you grow, the more difficult will it be to effectively detect a target through your mass and organise a collective effort against that target. It put more strain on FC's that command larger fleets. Even with powerful tools such as broadcasts (that send a target to overview top, or let targets be locked from broadcast windows) it will be much more difficult to determine and organize based on broadcast, rather than just organising based on standing with broadcast as a crutch ontop.
Noisrevbus
#2 - 2012-08-24 17:37:11 UTC  |  Edited by: Noisrevbus
Reserved: because i'm longwinded and may need to expand or answer questions.

The examples here are also just a couple out of a larger plethora, to get the discourse rolling. They have been plucked a bit left and right - based on what felt appropriate at the time, a cross-section without much foresight and little relation - so the topic will probably come across as a bit littered or stretched. It's hard confining it to one post, but if YOU start posting i'll have plenty of space to revisit other sides of the discussion. One (or two) posts to begin with is well enough though.

The targets and grids part in particular is rushed, squeezed and could definately be improved upon as it's a promising example providing that aspect of meta-to-gameplay.

Also, i had no idea where to put this thread. I started out in features and ideas, then i considered the CSM equivalent until finally putting it here as i find it more collective and general than a direct singular proposal.
Itar Sheep
The Black Sheep Inc
#3 - 2012-09-07 12:21:29 UTC
Noisrevbus wrote:

One example of relation is the discussion of removing local

Is the problem characters appearing in local? It could be in low-populated systems, but the comming to terms with that is rather to endorse movement in those systems to make a "visitor" less outstanding. Compare deep nullsec with lowsec in that regard. Lowsec residents are simply so much more used to ships passing through their systems that they do not pay them enough note to consider them a threat. If they did, they would see threats everywhere. While that's likely why some groups do not venture into lowsec as well: The point is that traffic will numb sensitivity.

Instead the problem is the political system. It's not "people in local" that tend to alert players, it's "neutrals in local" because a neutral is an exception, a threat. Instead of removing local you could just as easily remove political standings from local. If people acustom to neutrals the issue is contained. It could still be an intel tool in combination with intel channels, but it would be less powerful as a tool that detect exclusion in volume.


Erm.. nope. Removing standings wouldn't make any real difference in null. People would see new pilots. They'd either recognise them or do a show info to see their standings. The character would end up in the intel channel and there would be no difference to the current situation other than it being a little more cumbersome.

I'm against arbitrary limits, a limit to the number of blues would be just such a thing. Another mechanism would be found to work around any such limit. It may lead to more 'blue' on 'blue' combat but nothing significant. I've been in fleet fights with neutrals before, both working to a common aim. It's different, but workable.

The Empires do fall. Large entities have been built up and collapsed in EVE before. Just because we currently have the CFC doesn't mean that they will survive. They may, but groups will probably splinter off and other groups join. Nothing is fixed, people's priorities and objectives change. Leave the sandbox open ended.
Noisrevbus
#4 - 2012-09-07 12:46:31 UTC  |  Edited by: Noisrevbus
Itar Sheep wrote:

Erm.. nope. Removing standings wouldn't make any real difference in null. People would see new pilots. They'd either recognise them or do a show info to see their standings. The character would end up in the intel channel and there would be no difference to the current situation other than it being a little more cumbersome.

I'm against arbitrary limits, a limit to the number of blues would be just such a thing. Another mechanism would be found to work around any such limit. It may lead to more 'blue' on 'blue' combat but nothing significant. I've been in fleet fights with neutrals before, both working to a common aim. It's different, but workable.

The Empires do fall. Large entities have been built up and collapsed in EVE before. Just because we currently have the CFC doesn't mean that they will survive. They may, but groups will probably splinter off and other groups join. Nothing is fixed, people's priorities and objectives change. Leave the sandbox open ended.


I think we have a very different definition of "arbitrary". I'd like to "remove" blues because the result is dynamic. Cumber is dynamic and i consider that an opposite to arbitrary (per it's political definition: unlimited power). The political system of EVE (blues) is arbitrary, it's a power vacuum without laws of nature (like cumber).

The fact of the matter is that the game doesn't need the blue system to begin with is important in this perspective. As you state, the game and it's political workings would work just fine without it. That means that the only effect the system have right now is skewering power by arbitrary modification of cumber.

If someone have to right click to identify that's a layer of action. It's how you react to it, not necessarily what you do with it. The goal on the other hand is not to arbitrarily remove the creative use of intel channels. I want intel channels to exist, just play down their effect a bit. It may not be as effectual looking at locals, but compare it to grids instead. Finding someone quickly in an overview or as an icon on screen is going to make a world of difference. The more you have on grid, the more difficult it will be to identify anomalies. That principle go for locals as well, even with blues since you can't filter locals per standing.
Inquisitor Kitchner
The Executives
#5 - 2012-09-07 12:48:36 UTC

To say there are no disadvantages to running a large organisation in EVE does the CFC but in particular Goonswarm (Or TEST for that matter) a lot of discredit. Even though they like to tell everyone they suck at EVE and they are all fat neckbeareded morons, they are actually really well organised.

Don't forget that this game attracts a certain mindset. The GSF and Test have access to people like Lawyers, Corporate Managers, Accountants, Hackers, Engineers, Programmers, Designers, Media people..... pretty much every walk of life. They organise themselves into what they enjoy doing (no matter how boring everyone else finds it) and they provide their expertise to keep the alliance and coalition going.

These alliances have built themselves to remove single person dependencies and to allow the entire group to run on a day to day basis without necessarily needing a massively involved leader. They are, in my opinion, fascinating reflections on human nature.

Massive coalitions and alliances have strained relations, logistical issues, technical issues, personality issues etc magnified ten fold that the two biggest power blocs (CFC and HBC) have found intelligent people to work hard on. To take that all away by limiting standings is ridiculous. If Null Sec was ever conquered by a single alliance I would genuinely be worried.

Not because of the game, but because those people performed political and organisational feats that should be pretty much impossible in their spare time. God knows what they would do without EVE to take up their time!

"If an injury has to be done to a man it should be so severe that his vengeance need not be feared." - Niccolo Machiavelli

Noisrevbus
#6 - 2012-09-07 13:02:52 UTC  |  Edited by: Noisrevbus
I think you are inferring too much Inquisitor.

I'm not talking about any disadvantages being Mittens, i'm talking about lack of counter-pull in the blues system.

Overall i think you should be weary of hopping to whimsical examples from the game. If you wish to use them i think you need to be very careful to point out what exactly you intend to illustrate with it. I mean, the comment about the CFC could easily be turned around and say that i think you underestimate the number of other entities in this game that have grown to the 1000's while having the effective organisation of a cheese-grater, with single-person dependencies, thanks to the powerful tools. We're not really debating Goons' team-based structure here. For some reason you assumed i did.

It has nothing to do with current blocks, it has to do with blocks overall. I couldn't care less if we discuss GBC, NC or CFC in their respective era. The mistake you make is that you attribute it as something unique to them.

Conversely there are 50-man outfits that have team-based structures like Goons, with "white collar professionals" performing tasks they enjoy and have education or affinity for, without single-person dependency. The point here remain that the political system have no offset scaling, it's arbitrary, making scaling up unchecked and too dominant: in EVE, by EVE, through EVE's mechanics - not by it's players or community efforts.

We are debating the mechanics the game provide us. Why do all these excellent lawyers, hackers and media people need powerful tools that simplify their tasks well beyond tools available in their professional life?

Stick to the game mechanics.
Inquisitor Kitchner
The Executives
#7 - 2012-09-08 20:18:09 UTC  |  Edited by: Inquisitor Kitchner
Noisrevbus wrote:
I think you are inferring too much Inquisitor.

I'm not talking about any disadvantages being Mittens, i'm talking about lack of counter-pull in the blues system.

Overall i think you should be weary of hopping to whimsical examples from the game. If you wish to use them i think you need to be very careful to point out what exactly you intend to illustrate with it. I mean, the comment about the CFC could easily be turned around and say that i think you underestimate the number of other entities in this game that have grown to the 1000's while having the effective organisation of a cheese-grater, with single-person dependencies, thanks to the powerful tools. We're not really debating Goons' team-based structure here. For some reason you assumed i did.

It has nothing to do with current blocks, it has to do with blocks overall. I couldn't care less if we discuss GBC, NC or CFC in their respective era. The mistake you make is that you attribute it as something unique to them.

Conversely there are 50-man outfits that have team-based structures like Goons, with "white collar professionals" performing tasks they enjoy and have education or affinity for, without single-person dependency. The point here remain that the political system have no offset scaling, it's arbitrary, making scaling up unchecked and too dominant.

We are debating the mechanics the game provide us. Why do all these excellent lawyers, hackers and media people need powerful tools that simplify their tasks well beyond tools available in their professional life?

Stick to the game mechanics.



I'm not inferring anything.

You're saying there is no downside to having an alliance of 9000 people (GSF, TEST) or even having a coalition of up 15000 people (CFC, not sure about HBC numbers, but cant be far off). I'm saying that the inherent drawback in having a group that big comes from economies of scale. When you're small (and therefore likely to have hardly any blues) you can trust 1 person with access to the corp hanger. When you're a sprawling coalition the only way anything gets achieved at all is through superhuman feats of organisation.

The drawback of having a 15000 member coalition is, in fact, having 15000 people to co-ordinate.

There is no reason to have a hard coded game mechanic because we are all human beings and getting 15000 people to get along and do things together (regardless of the colour on their name) is difficult work, a lot more difficult then even a 1000 man alliance requires.

If this was some rubbishy game where we build our own fleets and the ships all obey our every command when I tell them to do something then yes I would agree there would need to be some downside. However having so many blues and working together is inherently difficult, plus it opens you up to even more chance you'll get an entire corp go awoxing or some such.

Forming powerblocs is a natural part of societal evolution (The Roman Empire, The British Empire, The French Empire, The German Empire, WW1, WW2, The Cold War, The UN, The EU, OPEC) and what's more the larger they become the easier to destablise and fragment they become. Every Emperor claims their Empire will last 1000 years but so far no-one has really achieved it, because humans are human.

What I'm trying to say is: Stop crying because you don't have enough spacefirends.You don't need a game mechanic to punish someone for having so many blues, because the downside is inherent.

"If an injury has to be done to a man it should be so severe that his vengeance need not be feared." - Niccolo Machiavelli

Noisrevbus
#8 - 2012-09-08 20:57:25 UTC  |  Edited by: Noisrevbus
Inquisitor Kitchner wrote:

I'm not inferring anything.

You're saying there is no downside to having an alliance of 9000 people (GSF, TEST)

The drawback of having a 15000 member coalition is, in fact, having 15000 people to co-ordinate.

There is no reason to have a hard coded game mechanic because we are all human beings.


Let us try this again.

Yes, you are inferring. You even do it so well i had to go back and read my own post again to see if i mentioned GSF or TEST. Reassured i didn't, we can both conclude that you are inferring that this is about GSF or TEST. That is wrong.

What you're missing is that the "natural" downside of having a "15000" member coalition is thrown by powerful mechanics like the blue-system. What i'm saying is that coordinating 15000 people in EVE online is not as difficult as it should be. It's imbalanced, in fact, it's without balance. There's no one opposite the fat kid on the swingboard, when "setting blue".

The political system IS a hard coded (and arbitrary: without physical laws) mechanic that interfere with the human element. It removes the human element to make growing coalitions easier.

Do you understand me now, or are you going to come back with more WW2 references? Roll


Let me pass the ball back to you:

I don't mind that people form coalitions, or more notably: have political ties. I too love that part about EVE. The politics are interesting. It's just that it's currently so easy, popular, powerful and stale that i don't see why it need crutches or training wheels (like the ability to set people blue without any restriction or downside, and removing blues from grids).

The political tools are not very good (or by a stroke of irony, too good).

If this was about ships: with inifinity-modifers that had a stifling effect on the game, then we would be all over it with the balance-stick. Why are mechanics like this such untouchable pet-features? They are more imbalanced than any ship.

Why do you feel you need to keep your friends blue and off grids so much that you argue against me? Your friends could be neutral and still be your friends. Wouldn't that be more fun for both your friends and your targets? You, along with other people, reassure me that the coalitions don't need the system, so why is it such a touchy subject for you?
Inquisitor Kitchner
The Executives
#9 - 2012-09-08 22:17:02 UTC
Noisrevbus wrote:


Let us try this again.

Yes, you are inferring. You even do it so well i had to go back and read my own post again to see if i mentioned GSF or TEST. Reassured i didn't, we can both conclude that you are inferring that this is about GSF or TEST. That is wrong.

What you're missing is that the "natural" downside of having a "15000" member coalition is thrown by powerful mechanics like the blue-system. What i'm saying is that coordinating 15000 people in EVE online is not as difficult as it should be. It's imbalanced, in fact, it's without balance. There's no one opposite the fat kid on the swingboard, when "setting blue".

The political system IS a hard coded (and arbitrary: without physical laws) mechanic that interfere with the human element. It removes the human element to make growing coalitions easier.

Do you understand me now, or are you going to come back with more WW2 references? Roll


Even if I change GSF and Test to "Big Alliance A & B" and the CFC and HBC to "Coalitions A & B" the point still stands, the fact that I am part of either (actually part of both) is irrelevant. It equally applies to NCDot, -A-, Solar etc as well as any future powerbloc that is formed. Again, I'm not inferring it as an attack on anyone specific, nor did I say that (though you assumed I did, which would suggest a guilty conscience. Now THAT is inferring) I just used them as examples.

You argument is largely a strawman argument. You say that co-ordinating a 15000 person alliance isn't as hard as it should be, have you actually talked to anyone who does it? Have you even been a part of such a big coalition? Because frankly I don't think it is "too easy" because if it was there would be more of them.

Saying the "political system is hard coded" is like saying the American political system is hard coded due to the fact they have a constitution, and therefore the human factor is irrelevant. In reality a popular and charismatic President wields a lot more power over Congress and the Senate due to the fact the members of those houses want to be seen as "in" with the President. Just because the President can veto a law according to the "mechanics" of the American political system doesn't mean he can politically.

You're arguing about interfering in something that is fundamentally human in nature with programming? Don't be absurd.

I like the way you also picked out WW2 out of ALL the examples I picked. How about you pick out the EU? And OPEC? Both of which are power bloc formed within the real world without some weak attempt at passing it off as some Godwin's law palm off. Fact is humans group together in bigger and bigger social groups of people who have similar outlooks and goals to protect themselves from those who don't have the same outlooks and goals. EVE's NullSec is pretty much a mirror into the human psyche.

Quote:
Let me pass the ball back to you:

I don't mind that people form coalitions, or more notably: have political ties. I too love that part about EVE. The politics are interesting. It's just that it's currently so easy, popular, powerful and stale that i don't see why it need crutches or training wheels (like the ability to set people blue without any restriction or downside, and removing blues from grids).

The political tools are not very good (or by a stroke of irony, too good).

If this was about ships: with inifinity-modifers that had a stifling effect on the game, then we would be all over it with the balance-stick. Why are mechanics like this such untouchable pet-features? They are more imbalanced than any ship.


I don't really see your point. What difference does it make ever? You basically just want to create a situation where allies open fire on each other BY ACCIDENT more often. What does that achieve? It adds nothing to the game but headaches, there's no point in adding a game mechanic that punishes player for achieving feats of diplomacy by making them still accidentally blow each other up.

Please don't compare this to a ship, the comparison is frankly ridiculous. You saw my post where I stated if we were talking about something that responds to your every command I would agree with you. However this isn't the case. To pick some examples that I know of recently (despite being blue) a small Test gang and CFC gang exchanged fire causing a diplomatic incident. These people were given clear instructions and yet found a grey area. What you're talking about is getting 6 MWD's on a ship and making it go 13km/s every time i press the button.

Quote:
Why do you feel you need to keep your friends blue and off grids so much that you argue against me? Your friends could be neutral and still be your friends. Wouldn't that be more fun for both your friends and your targets? You, along with other people, reassure me that the coalitions don't need the system, so why is it such a touchy subject for you?


No it wouldn't be more fun, and if you think it would you should actually be in a Null Sec alliance and take part in the thing you are criticising. All you would be adding is people shooting each other that didn't mean to shoot each other, when they realise they would stop.

Coalitions need the system for the same reason any number of real world coalitions use call signs, frequencies and hell even flags to identify each other, because when you have put in all the effort to get so many people on side and co-ordinate several different military forces the last thing you want is them shooting each other by accident.

Frankly I'm starting to suspect you have no clue what you're talking about or you're a troll, so I'm leaving this here. Especially since no-one at CCP would be moronic enough to implement your idea.

"If an injury has to be done to a man it should be so severe that his vengeance need not be feared." - Niccolo Machiavelli

Noisrevbus
#10 - 2012-09-09 00:36:55 UTC  |  Edited by: Noisrevbus
Inquisitor Kitchner wrote:

GSF, HBC, CFC /.../ the fact that I am part of either (actually part of both) is irrelevant. It equally applies to NCDot, -A-, Solar etc as well as any future powerbloc that is formed /.../ I just used them as examples.

You argument is largely a strawman argument.

I like the way you also picked out WW2 out of ALL the examples I picked. How about you pick out the EU? And OPEC? Both of which are power bloc formed within the real world without some weak attempt at passing it off as some Godwin's law palm off.


I see you did want to take another turn of WW2 tango. Let's get that over with quickly, shall we?

As "apart of" you surely don't disappoint with colloquial terms. Allow me to paraphrase another favourite: Backpedal.

They were not merely examples, they alluded that this would be a reaction to current powerblocks. You still focus on current or future, while if you simply go back and read what i mentioned when i raised that issue you will see that i consider it irrelevant wether it's present powerblocks or old ones like the GBC or NC.

If we agree that this is not about current politics, or "real world examples", then we can close this chapter. That means you have to drop those though and not take yet another turn of tango.

You do know the WW2-scruff relates to sarcasm over any malplaced real-world referencing, right? So that being singled out should be somewhat obvious, as to why: Know your own lingo! As it apply to any malplaced references that you don't anchor in your argument it also apply to OPEC or the American political system. Obviously, you didn't get the hint.

With that out of the way i can only suspect that we agree this is about game mechanics and the abstract nature of any block, which you graciously pedaled back to. Even if that makes me wonder why such large portions of your posts still deal with this colloquialism instead of just discussing the mechanics and EVE with me.


Quote:
Fact is humans group together in bigger and bigger social groups of people who have similar outlooks and goals to protect themselves from those who don't have the same outlooks and goals. EVE's NullSec is pretty much a mirror into the human psyche.


This is still the heart of the confusion, and i have tried to hammer it out several times now:

No one here is debating the human psyche. We are debating the blue standing system and how it has no balancing factors or laws. There are no limits, there are no drawbacks and the very existance of the system is debatable according to both myself and the people who argue it's not necessary for politics and the "human psyche" to thrive.

The standing system is not apart of your psyche.

Let us go into the details:

Quote:
I don't really see your point. What difference does it make ever? You basically just want to create a situation where allies open fire on each other BY ACCIDENT more often. What does that achieve? It adds nothing to the game but headaches, there's no point in adding a game mechanic that punishes player for achieving feats of diplomacy by making them still accidentally blow each other up.


Because what you call "headaches" are conflicts, and conflicts are what drive the game of EVE online. Conflict is what create the need for diplomacy. The great feats you refer to are accomplished thanks to conflicts and the game need more conflict. There's seem to be a disconnect in our perspectives there, because you label conflict as something punishing and you label diplomacy as something you would rather not deal with. I consider it rewarding both for conflict on a general level and for the people who enjoy doing diplomacy, to get more room dealing with what they enjoy: conflict, diplomacy.

That too i had already written off as a given, since i mention it in the first post that started this thread: I want conflict and i raised the question wether it wouldn't create more fun for diplomats.

For me, personally, the "grid thing" is more appealing. I'm not a diplomat though, just a sympathizer.



The summative ending sort of tie back to the beginning, but let's tie the knot and deal with that too:
Quote:

Please don't compare this to a ship, the comparison is frankly ridiculous. What you're talking about is getting 6 MWD's on a ship and making it go 13km/s every time i press the button.
/.../
real world coalitions use call signs, frequencies and hell even flags to identify each other
/.../
No it wouldn't be more fun, and if you think it would you should actually be in a Null Sec alliance and take part in the thing you are criticising


You apply alot of strong terms talking about absurdity, moronics and ridicule, but for me the ship-allusion was part of my attempt to have you revert back to talking about the game mechanics. There is no way that ships in EVE could be more absurd for an EVE-discussion than WW2, Opec or American elections.

It obviously had little effect though as you revert back to "real world" examples and current ingame-political allusions.

What makes you think i am not a member of say, the HBC?

Is just because i don't tow the party-line like a good little pet? Smile


Come talk about the mechanics and the first post instead.

Come talk the notion of balance in the standing system. Come talk response times in intel channels, "clusterfck" as a conflict driver and come talk "hiding in numbers". That's what this thread was supposed to be about. Leave any party-line at the door, and spare me the horrible outside references unless you can anchor and define them in something substantial and concrete that directly relate to the topic. If you want to use the "american political system", then define it and connect it. Don't just casually throw it out there and plead common knowledge.
Alavaria Fera
GoonWaffe
#11 - 2012-09-09 00:39:36 UTC
Inquisitor Kitchner wrote:
Frankly I'm starting to suspect you have no clue what you're talking about or you're a troll, so I'm leaving this here. Especially since no-one at CCP would be moronic enough to implement your idea.

Don't be so sure. I recall hearing about a CCP dev that thought capping the number of pilots in an alliance would make the map become more fragmented.

Of course thankfully he was informed of GSF1 -> GSF99 but still, you never know.

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?

Frying Doom
#12 - 2012-09-09 04:54:17 UTC
On removing local I can make that really clear.

The Devs have stated that they will add a way to filter out the Dusties.

So Local is a free intel source and this is the way that it is supposed to be. It is apparently working as intended.

Any spelling, grammatical and punctuation errors are because frankly, I don't care!!

Nariya Kentaya
Ministry of War
Amarr Empire
#13 - 2012-09-16 07:09:52 UTC
I have to agree with inquisitor, the balancing factor against large coalitions is, frankly, themselves.

Coordination is a torutrous assignment given only to masochists with delusions of grandeur and eve-conquest. I've seen alot fo players struggle to corrdinate a couple hundred pilots in a single combat operation, so i can somewhat imagine the insanity of keeping logistics chains and combat operations orderly in soem of the big 0.0 alliances. And as for size, have not most alliances in EvE died form the inside out? They either have roles and authority so spread out between the participating members, that either A) Groups disagree on a subject and splinter apart, or B) someone goes AWOXing. or their are so heavily controlled by a single person on eve 24/7/365 that one week he ahs the flu (or dies) and everything falls apart.


The true issue with 15000 people, is the 15000 people themselves, all arguing, fighting, and eventually, blowing eachother up.





Its 4am and im tired, i hope what i typed was close to coherent, meant to type it up earlier, but i got distracted by an unopened box of white-chedar cheezits.
Nicolo da'Vicenza
Viziam
Amarr Empire
#14 - 2012-09-16 08:34:47 UTC
Noisrevbus wrote:
It is however not balanced toward the advantages it bring, and running a 10.000 man outfit is not appropriately more complex to organize than running a 1000 man outfit. More importantly, it is not balanced in the game mechanics. The challenges you face running a large entity tend to come from the outside.

citation needed
Nicolo da'Vicenza
Viziam
Amarr Empire
#15 - 2012-09-16 08:42:03 UTC
EvilweaselFinance
GoonCorp
Goonswarm Federation
#16 - 2012-09-16 13:58:00 UTC
the challenges of running a 10k man organization are, from my extensive experience in the area, are...
Alavaria Fera
GoonWaffe
#17 - 2012-09-17 02:47:21 UTC
Nariya Kentaya wrote:
I have to agree with inquisitor, the balancing factor against large coalitions is, frankly, themselves.

Coordination is a torutrous assignment given only to masochists with delusions of grandeur and eve-conquest. I've seen alot fo players struggle to corrdinate a couple hundred pilots in a single combat operation, so i can somewhat imagine the insanity of keeping logistics chains and combat operations orderly in soem of the big 0.0 alliances. And as for size, have not most alliances in EvE died form the inside out? They either have roles and authority so spread out between the participating members, that either A) Groups disagree on a subject and splinter apart, or B) someone goes AWOXing. or their are so heavily controlled by a single person on eve 24/7/365 that one week he ahs the flu (or dies) and everything falls apart.


The true issue with 15000 people, is the 15000 people themselves, all arguing, fighting, and eventually, blowing eachother up.

Sometimes, people end up shooting blues. And when that happens ...

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?

Courthouse
Perkone
Caldari State
#18 - 2012-09-17 09:02:48 UTC  |  Edited by: Courthouse
Nariya Kentaya wrote:
The true issue with 15000 people, is the 15000 people themselves, all arguing, fighting, and eventually, blowing eachother up.


Hi, I'm Courthouse, Diplomatic Director for the Goonswarm Federation alliance and Coalition Manager for the ClusterFuck Coalition, currently consisting of Goonswarm Federation, RAZOR Alliance, Fatal Ascension, Tactical Narcotics Team, Fidelas Constans, Gentlemen's Agreement, SpaceMonkey's Alliance, C0NVICTED, Get Off My Lawn, Executive Outcomes, Legion of xXDEATHXx and Circle-Of-Two.

As a diplomatic director for an alliance of roughly 9400 members (as of the time of this post) and coalition manager for a coalition numbering approximately double in size of your example I am very interested in speaking with you about how to avoid these very obvious and difficult challenges your posting history speaks volumes of your expertise in this field.
Noisrevbus
#19 - 2012-09-17 11:11:57 UTC  |  Edited by: Noisrevbus
Hi Courthouse! I am Noisrevbus, a terrible forum troll.

As a man of decorated insight into and understanding of the political mechanics of EVE, i would be very interested in seeing what you have to say about the topic itself (as opposed to the circular discussion that came later, or any uninteresting insinuations, that strain my efforts trying to get this back on topic).

Read the first two posts and help me talk about the mechanics of the political system (rather than people's hearts and minds or the outlook on "getting friends"). I'm interested in game functions, not the culture of communities.

How do you feel about functions such as "setting red or blue" having no counter-weight (in the system itself), or how it in combination with overview settings enable you to filter and remove marked characters to distinguish neutral characters in large mass (eg., enabling you to filter 1000 players from an overview to clearly distinguish 1 neutral player as it represents a political anomaly)? The standing system and overview filtering are examples of very powerful tools when dealing with organisation of numbers, more powerful as numbers scale up, that in my oppinion are worthy of attention and discussion.

If you are interested in the topic - come talk the topic: the mechanics (it doesn't have to be my examples) Smile.

I can't stress that enough, i have a problem in this topic: the people posting so far doesn't want to discuss the topic with me, they want to sweep around it (or sweep it under the rug). I'll double back here every few days to see if someone talk game-design and ingame mechanics.
Courthouse
Perkone
Caldari State
#20 - 2012-09-17 19:21:45 UTC
Noisrevbus wrote:
.


It's a sandbox game. Red/Blue are meaningless until the people using them ascribe meaning to them. They're color flags for like 95% of EVE. They sort of kind of matter for the 5% of EVE that controls stations and maybe part of the people that use POSes for more than 1 corporation that doesn't configure by password.

Local filters have the same inherent problem as the EULA-breaking tool that pinged whenever a neutral or lower standings person entered a system, it takes risk out of the game. Plus, it removes the capability of solo to small gang pilots to do anything meaningful in PVP.

Paying attention should be a core game mechanic in EVE, much like it is in most other MMOs. That the gameplay isn't exactly "fun" or "compelling" is a different discussion altogether.

You really should look up what a strawman argument is. If you want to make a case for mechanics changes you don't do it by comparing how alliances with superior organizational talents are ruining the game because they figured out how to organize better.
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