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FW Cyno Jammers

Author
David Devant
CTRL-Q
#1 - 2012-11-13 09:29:17 UTC
Not heard much about these recently but do want, can see one massive glaring issue however:

* An anchored Cyno Jammer automatically turns online after the spool-up period and works for 1 hour

Why only one hour? I'm presuming it's because it's non interact-able or something. Change this now CCP!

Post below to register your dismay and/or note displeasure at how IO recently blobbed your mum. Thx.
ShahFluffers
Ice Fire Warriors
#2 - 2012-11-13 09:50:24 UTC
David Devant wrote:
Why only one hour?

Because quite a few neutral low-sec and null-sec peoples threw a fit over the idea that they would have their capital ships locked out of what are effectively "NPC-owned systems" by "militia scrubs."

David Devant wrote:
I'm presuming it's because it's non interact-able or something.

It can be blown up the same way any structure can. And it can only be put on the I-HUB bunkers... which means it will have no POS guns protecting it.
David Devant
CTRL-Q
#3 - 2012-11-13 10:18:30 UTC
It's disappointing because this feature has the potential to make space inherently 'worth' something to militia corps.

I suppose the mechanics of it would be a PITA though, at present it sounds like a 'fire and forget' structure. If it was something that pilots/corps could tinker with then everyone would be locked out indefinitely and I could see how that would be unhelpful.

Maybe make them cheaper (IIRC they are 100mil as proposed?) so they can be spammed if necessary but are unlikely to present a permanent blockage.

What would people propose for something that is useful without being stupid...
Bad Messenger
Rehabilitation Clinic
#4 - 2012-11-13 10:30:58 UTC
It is just one thing that CCP wasted resources for.
Veshta Yoshida
PIE Inc.
Khimi Harar
#5 - 2012-11-13 10:57:06 UTC
David Devant wrote:
Not heard much about these recently but do want, can see one massive glaring issue however:...

Just one? Why my dear Nelson, I do believe you have the telescope to your blind eye again.

Problems are:
- They do not add anything of value. Only issue in FW with regards to capitals is the bored-to-tears null super blobs having nothing to do as its one giant love-in/NAP fest .. since supers still need supers to counter and with lowsec not being able to build them there is no real way to go about it.
My hope is that CCP hamstrings the fugly (balance wise) things when away from null thus removing the only "real" reason for the suggested jammer.
- Were they static/permanent you'd have null blobs coming through to clear them several times a week, so CCP and the null lobby (lazy as they are) opted for a severely time limited jammer.
- Supposedly purchasable with LP in the hopes that it too would help bleed some from the system .. but since capital slug-outs are not exactly everyday occurrences in FW the price would need to be truly exorbitant to such a degree that no one would bother in the first place.
- They do not add anything of value (pretty damn important point that bears repeating!).

David Devant
CTRL-Q
#6 - 2012-11-13 11:23:50 UTC
Hello Veshta. You're right in that they would add nothing to Amarr vs. Minmatar (at present). They do however have the potential to add something to FW vs everyone else.

Cyno jammers would cause problems for out of area power blocs. Not insurmountable ones granted, but they could (should) be enough to make claims to industrial assets significantly less appealing. Cyno jammers give a empire-granted edge to their militia champions.

This is what I'm interested in, and I believe such a move has the potential to sustain low sec FW alliances like ours that would like greater resources but have no intention of engaging in full-blown sov warfare. In the long term it would also make territorial claims within the FW arena more meaningful and stimulate conflict. Why do the empires want that space anyway?
Veshta Yoshida
PIE Inc.
Khimi Harar
#7 - 2012-11-13 15:00:35 UTC
David Devant wrote:
Hello Veshta. You're right in that they would add nothing to Amarr vs. Minmatar (at present). They do however have the potential to add something to FW vs everyone else....

What potential? Did you listen to cawing that erupted from the lazyass null community after the mere idea of a cyno was voiced .. it will never be implemented in any meaningful form as that means restricting nulls God given right to be able to move 2000 people across the cluster in ten minutes and back again after the weekly EHP has been ground.

If the aim is to truly give FW something vs. everyone else then you need to look for another tree as we do not have a hope in hell of a doing much of anything against people whose modus operandi involve rolling in fleets (they call those numbers gangs I think) ten times larger than the weekend brawl FW fleets.
Industrial claims would be just as appealing as now, we knock down a null-bear tower under a jammer .. it reinforces .. they blob the snot out it 2 days later using a bridge into adjacent, end result is zero value added to game .. no fights, no blood only a bit of LP wasted.

Now if your second and third paragraph is really of interest to you, then:
- Any industrial or military installation put online within FW space foregoes its potential strontium reserves unless such installation is put in place by a corp/alliance serving in the system controlling militia or militia serving the original system owners.
** So no reinforcement timer for 'outsiders', alts welcome as always. Need to knock down an entire system or "bring it" if no alts available .. we get more pew and a secondary revenue stream. Towers are dirt cheap, use and abuse, maybe make additional anchoring/onlining rules for FW space to make it even more common to drop (ex. each tower in hostile system lowers VP needed by 5%, similar to but smaller than planets (Dust))
- Bridges to standard cyno's (ie. not coverts) into Empire held space (ie. everywhere but null) are jammed by the powers that be.
- Supercapitals operating in Empire controlled space are jammed by the power that be and thereby lose any immunity they might have possessed prior to entering said space.

In short: The cyno jammer is merely another piece of evidence to the pile that says that CCP believes that nothing in Eve affects anything else and anything can thus be added/subtracted will-nilly with no adverse effects. A->B->C every time!
Eve is a staggering complex web of interconnected stuff where an imbalance in a PvE weapon system can bring 10k man alliances to their knees when said imbalance is abused (ref: Drake Blob) .. until CCP realises that and starts accounting for it when designing/planning additions I will point to flaws and resist every (almost) change they want to make.
Machiavelli's Nemesis
Angry Mustellid
#8 - 2012-11-13 15:52:46 UTC
I've never been totally convinced of the utility of cyno jams in our part of the universe anyway. There are enough worthless (stationless) systems around that it would be economically self-defeating to jam them all even if we had access to permanently active jammers.

As a niche tactical option, an hour long cyno is long enough to shield a POS takedown from being null-blobbed, so it isn't *totally* useless, but there are ways to circumvent even that so it's not really something i'd bother with.
David Devant
CTRL-Q
#9 - 2012-11-13 18:33:42 UTC
Some quite interesting suggestions made I think. I think as an issue of balance I'd like to see something that gives a sizable advantage to the smaller holding force whilst not being totally prohibitive to outsider influences. I still think a modified cyno jammer could do that.

More broadly, I don't believe in lp as a driver for sov. It would be better if the systems we fight over had some implicit worth. I'd be interested in hearing any ideas for this (or against this).
Lady Ayeipsia
BlueWaffe
#10 - 2012-11-13 20:47:38 UTC
David Devant wrote:
Some quite interesting suggestions made I think. I think as an issue of balance I'd like to see something that gives a sizable advantage to the smaller holding force whilst not being totally prohibitive to outsider influences. I still think a modified cyno jammer could do that.

More broadly, I don't believe in lp as a driver for sov. It would be better if the systems we fight over had some implicit worth. I'd be interested in hearing any ideas for this (or against this).


Why do people fight over land anyways? Usually for the resources the land could provide. The problem is, this would mean bringing indy assets to low sec, generally a frowned upon option. Plus, adding resources to an economy that already has inflation issues could cause mire problems.

That said.... Reduce null rare ore by a broad 5 percent. Move that 5 percent to special grav sites that only occur in faction warfare zones at tier 4 or 5. Time the cyno jammer to be as long as it would take a 9 man fleet of hulks plus 1 boosting orca to mine out the side. Make sure the site is extremely profitable, but balance that by reducing mining profits minorly across all areas. Maybe have an acceleration gate lead from the warp in to the belt.


This is probably a horrible idea. Still, it would be a drive for conflict. Fw corps may then fight for tier 4 and 5 to increase profits for mining alts/corpmates. Cyno would provide protection from hot dropping, but you would still need active fleet protection too.

And maybe grab is too risky. It could be ladar, radar, mag, or ded sites. The idea is though to provide resources that generate isk that faction warfare could be fought over instead of just LP.
Machiavelli's Nemesis
Angry Mustellid
#11 - 2012-11-13 21:06:18 UTC
Lady Ayeipsia wrote:
Why do people fight over land anyways? Usually for the resources the land could provide. The problem is, this would mean bringing indy assets to low sec, generally a frowned upon option. Plus, adding resources to an economy that already has inflation issues could cause mire problems.


yes, yes and yes.

The idea of the warzone isn't to provide a nice feeding ground for indy types and bears, that's what highsec and dreary NRDS areas of nullsec are for. Increasing the profitability of carebearing in an area doesn't do anything to stimulate PvP (at least not directly and not between two or more *armed* ships), so it's a bad way to balance the mechanics.
Kazim Scumling
Deep Core Mining Inc.
Caldari State
#12 - 2012-11-13 21:10:33 UTC
Lady Ayeipsia wrote:
This is probably a horrible idea. Still, it would be a drive for conflict. Fw corps may then fight for tier 4 and 5 to increase profits for mining alts/corpmates.


Most probably Factional Warfare corporations/individuals would accumulate on Factions at tier 4/5 or create alt corporations/individuals to farm resources from there. That's the problem of Factional PvP on all games: Switching sides is generally easier/logical compared to fight with enemies/allies that you can not pick.

I like Factional Warfare and I like the PvP opportunities it present. But I'm against FW to gain too much rewards and resources as it's not completely player controlled. Some things should be left to null-sec and null-sec alone.
Kazim Scumling
Deep Core Mining Inc.
Caldari State
#13 - 2012-11-13 21:12:48 UTC
--double post--
Veshta Yoshida
PIE Inc.
Khimi Harar
#14 - 2012-11-13 21:15:26 UTC
Industry/Resources is more than rocks these days you know.

We could have system specific boosts to POS output, planetary output (PI), Gas processing/harvesting etc. ... problem is that CCP and their Yes!-men thinks it natural that civilians set up shop in warzones so benefits are for everyone which leads to the watered down P.O.S. they have added so far (a few slots .. really!!!?!) to avoid it becoming a gigantically OP area.

Maybe they are holding something back for when they revamp lowsec in general (a girl can dream!) and are waiting until it fleshed out/set-in-stone/passed CNM review (one guess as to why I chose N instead of S Sad}.
Lady Ayeipsia
BlueWaffe
#15 - 2012-11-13 23:30:29 UTC
One option... Increase the number of station research ans manufacturing slots in fw stations. Only those people fighting for the faction currently in control of the system can use the slots. If a job is in process when a conquest occurs, the job still completes and can be retrieved, that player just couldn't start a new job till the system is recaptured.

Or pi tax for those fighting for the faction in control of a system receive no pi tax. Those outside the controlling faction face a higher tax.

Neutrals to fw could not used the slots or would face the higher tax no matter who controls the system.

David Devant
CTRL-Q
#16 - 2012-11-14 10:17:43 UTC
I think PI or manufacturing opportunities sound ok. I think whatever it is it would have to produce a meaningful income for FW corps/alliances. A reliable 1-2bil per system per month? I think the way the present system rewards individuals isn't any good for the warzone. I would love to see a situation where militia entities vie over control of the warzone in order to fill their coffers rather than for the benefit of the militia at large. Would fuel faction and internecine conflict in really interesting ways.

The politics of FW is rather dull at the minute. Imagine a situation where Metro is carved up for profit and Amarr corps see the opportunity for expansion in far flung outposts. Encouraging corps to base from different pockets rather than ball up in the central systems would be win... Those guys out in Aset for example should see some reward for their efforts.
Veshta Yoshida
PIE Inc.
Khimi Harar
#17 - 2012-11-14 10:57:33 UTC
You just reached the destination all on your own: Why WZC mechanic is worse/crap/utter shite compared to a more localized reward system. Smile

Once upon a time CCP dabbled with something called Capital systems in null sov mechanics but it was given up because :effort:, a system based on that age old concept could benefit FW quite handily .. corporate HQ's currently have no meaning other than a small fee reduction I think so might as well slap some stuff on it
NOTE: The following should be seen in conjunction with previously mentioned local industrial advantages.
- Empires issue charters where factions within the militia's are granted special privileges in exchange for protecting a slice of space, automatic based on below only mentioned for lore/RP reasons.
- FW corporations can designate a system as their chartered turf by having the HQ in said system. If more than one HQ is present any turf benefits are split among applicable entities (should foster some conflict).
- FW alliances can designate a constellation as their chartered turf by having its corporations claim (see above) a majority of systems in said constellation. Claims cannot be shared by "outsiders" if it is to be valid.
* The average 5 system constellation can have an alliance benefiting from all system with two independent corporations each having a system from which they gain benefit (politics thus added).
- HQ can only be moved to/from a stable system.
- Loosing ones charter (read: loosing system) has :insertwhineworthydraconianmeasure: penalty. Moving HQ, only being possible if system is stable, does not invoke the penalty (if you want the added ISK power, you damn well better defend the right!).
- In systems where no stations exist to harbour a HQ, moon/planet control determines whether a charter is issued (Dust tie-in).

A more localized reward system would theoretically foster a lot more conflict both internally and externally whereas WZC system has already proven its fail by essentially creating two militia's where once there were four .. there should be some effect of the militia being successful as a whole but the primary effect ought to be from local space control.
As an example one could look at how RISK awards units each turn, you have by territories plus continental bonus when applicable and finally the Risk cards .. to translate to Eve you have a low\ish effect of total space (WZC), higher effect from cohesive space control (constellations) and lastly the highest effect from investments in system/constellation.

What was the topic again? .. hahahahahahaha
Seraph Castillon
In Control
#18 - 2012-11-14 11:24:29 UTC
Cyno jammers, even if they only last an hour, should give militia corps a little edge when defending or attacking (moon goo) POS' against the null blocks. It's a small target audience ... but it is one.

When it comes to warzone control and it's benifits you have to take a couple of things into account: low sec does not and will never exclusively belong to the militia. It is empire held, not militia held. It is and is meant to be open to neutrals. This will never change and therefor there will always be huge limits to the level of control you can have over a warzone.

When I read some of these things it sounds like some of you want a small scale nullsec, because you can't compete in the real nullsec (lack of numbers, organisation, ...). That stuff about HQ and what not strikes me as something that would encourage purple vs purple wars, which is so incredibly far off from what FW is supposed to be.
Veshta Yoshida
PIE Inc.
Khimi Harar
#19 - 2012-11-14 12:19:41 UTC
Actually, most of the HQ stuff is brutally lifted from the 4-5 year old discussion on how to make lowsec a valid lifestyle in and of itself (flying around flashing oneself is not what I consider a valid lifestyle) .. the criminal underbelly of Eve with turfs in which protection schemes can be conducted and what not.
What I am (and have been for four years) aiming for is an underlying framework that will function with both FW and LS in general with only (or mostly) the 'reward' portion differentiating the two .. call it mini-sov if you like.

PS: It is not a small target audience, it is a non-existent audience .. you jam, knock tower into stront .. two days later you are blueballed as one of the 500 null Titans bridges in 500 sheep next door to any jammed system .. won't work.
David Devant
CTRL-Q
#20 - 2012-11-14 12:25:54 UTC
Really interesting. I would more or less endorse your suggestions Veshta. I think they could be the basis of a very neat system.

@Seraph - Thanks for the counter point! I would agree/disagree with you. I think most FW corps/alliances do not have the resources or rl time to make it in null. That doesn't make them bad and it doesn't mean they don't want to empire build. It just means players like me want to be able to spend time with their kids and stil enjoy the game! As for the purple on purple, I think it would definitely happen, coalitions will form, emo drama will be had. But, I will still be purple and they will still be orange. Something about the human brain is primed to respond to that at a very fundamental level. :)
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