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Faction Warfare: Moving Forward.....

First post First post
Author
X Gallentius
Black Eagle1
#201 - 2011-10-21 16:18:23 UTC  |  Edited by: X Gallentius
Cutting the Net mission has a poison pill, for example. If I try to engage a mission runner and he bails, I go to the container, pick up the documents. He cannot complete his mission - I win. In every other mission, the mission runner bails, safes up, plays some other game for 20 minutes and then comes back and completes it after I have left.

BTW, if CCP implements a poison pill feature, it would be nice if the poison pill could be returned to any station rather than having to go all the way back to the agent. The FW griefer also ought to be able to turn it in for a very minor LP reward (make the reward too big and it'll be exploited).
Hirana Yoshida
Behavioral Affront
#202 - 2011-10-21 16:32:50 UTC
The reason why I advocate the poison pill concept is that I am tired of the stupidity that is bombers able to do lvl4's. Some (read: most) missions need a more diverse target group (ie. frigs/elite cruisers) to avoid this, but the pill alone would go a long way.

If I am able to force a standings hit (which is what will happen if a mission is failed) on the cheap-ass alt whose only objective is to maximize income then it won't be long before he quits or ships up to fight for his ISK. Either way I and FW wins.
Bonus: Let activating a poison pill give a person 5-10% of the "lost" LP with his own militia for services rendered to really put the pressure on the whores.

As it stands, FW missions have close to zero risk involved while being one of the biggest revenue source in Eve (for individuals). Station a handful of bombers in select constellations and move around in an interceptor for risk-free ISK .. broken doesn't cover it if you ask me Smile
Hans Jagerblitzen
Ice Fire Warriors
#203 - 2011-10-21 16:45:12 UTC
X Gallentius wrote:
Cutting the Net mission has a poison pill, for example. If I try to engage a mission runner and he bails, I go to the container, pick up the documents. He cannot complete his mission - I win. In every other mission, the mission runner bails, safes up, plays some other game for 20 minutes and then comes back and completes it after I have left.

BTW, if CCP implements a poison pill feature, it would be nice if the poison pill could be returned to any station rather than having to go all the way back to the agent. The FW griefer also ought to be able to turn it in for a very minor LP reward (make the reward too big and it'll be exploited).



EEEwwwww.....I hate cutting the net. In that case, consider me a "no" vote for more crap like that....

I think "griefers" should be able to disrupt mission runners by chasing them off or killing them, but a simple gimmick that prevents them from ever completing it due to an item seems too overpowered.

If every mission had these, you could effectively follow targets and deny missions, not by outmatching them but beating them to the can, forcing them to wait out the entire mission expiration before being able to grab more missions.

I've you've made the mission runner target take a 20 minute break to play another game, you've successfully disrupted his income source in a significant way.

FW missions are lucrative in terms of isk/hour. Every 20 minute timeout you provide the target, reduces this isk/hour ratio drastically. If you're chasing targets around and discouraging missioning, you're killing his income and hitting him in the wallet same same as if you blew up a ship. By reducing his isk/hour ratio, you're killing the advantage that he has by running the privileged missions over other forms of income like level 4's, mining, or exploration.

If the majority of militia pilots rely on FW missions to fund their PvP, being able to make hits on their income through mission interception is a totally legit strategy, but making it so that WT's can force you to wait 12 hours every time they best you simply means that too many people won't be able to run them at all.

None of us have the free time to take an hour to pick up a stack of missions, spend another hour getting themselves locked out of the mission missions beacuse of WT's, and than spend another 12 hours waiting for the offer to lapse. We'd never get anything done.

20 minute time outs are more than painful enough. Poison pills could kill the incentive to go out and mission at all.

CPM0 Chairman / CSM7 Vice Secretary

Memorya
#204 - 2011-10-21 16:49:43 UTC
There are several major problems with factional warfare.

Proposed fixes by me:

- Adjusted all E-war from NPCs.
- Mixed out weaponry more, some long range, some shortrange, some missiles for all 4 races.
- All NPC's must be destroyed to capture the site.
- Loyalty point shop coud be revamped with beter items.

Quote:
Currently, when a system changes ownership, there is no reward nor consequence to this. It will be listed on the factional warfare statistics page but no credit is given. In addition, there are no changes in the system itself. People can still dock at stations, and agents will still hand out missions. There is nothing that shows that a faction occupies a system besides a little bit of text at the top of the screen.


Proposed fixes by me:

- If system is taken by enemy faction, only that faction have control over that system (dock and use of the station).
- NPC guard's coud be setup'd at stastion/gate once the system is taken.
- If enemy hold's the system, you are unable to dock or take any missions from that station.
- Station attack's you and there are npc's at the station to guard.


Consequence vs Reward, afterall this is EVE..
X Gallentius
Black Eagle1
#205 - 2011-10-21 16:53:35 UTC  |  Edited by: X Gallentius
I see your point on somebody speed tanking to the can. One way to resolve that concern is to not allow the can to be open if the mission runner is still on grid.

Also, 20 minutes was an exaggeration. I usually hang out for five minutes and then get bored and leave (it's as bad as sitting on a plex timer). The mission runner oftentimes goes on to the next mission and then comes back to complete it or waits me out.

(BTW, Cutting the Net is a breeze and can be done in a mwd ishkur (for Gallente). The only reason people don't run it is that the LP is really lower than regular missions, and you have to return the documents to your agent.)
Hirana Yoshida
Behavioral Affront
#206 - 2011-10-21 16:55:20 UTC  |  Edited by: Hirana Yoshida
Disrupting one of the whores does squat .. they have 5-10 missions active at any one time so merely go to the next in line and by the time they are ready to head back for more any disrupting enemies have moved on and they can close them like normal = zero impact.

The pill doesn't have to be a collectible item, it could be destroying a reactor pipe that raises an emergency shield around target structure, a command node that is hacked to scatter the naval presence or even a dreaded timer to babysit for a few minutes .. ideally the pill can be mistakenly activated by the whore himself (foot, meet gun!).

Edit: Wow, that is lame. "Whores" goes through profanity filter but it is stopped when the "s" is removed .. hahahahahaha
David Grogan
University of Caille
Gallente Federation
#207 - 2011-10-21 16:57:26 UTC
Hans Jagerblitzen wrote:

2.) Get Supercaps out of lowsec. This may not seem like a FW fix, but supercap drops by non-participating Alliances are a huge faction warfare killer. Having Pandemic Legion in the thick of things pretty much ground regular fleetwork to a halt recently, as no one wants to organize any fleet large enough to attract a supercap gank. Supercaps need to be balanced anyways, but short of giving us new HEAVY bomber ships to fly, or another time-consuming counter to develop, the easiest way to foster normal fleets and shelve the who’s-got-a-better-batphone escalation nonsense, is to banish titans and Mom’s from lowsec. Dreads and carriers still need to be around, for POS support/takedown of course. Barring the banning of super’s from lowsec, enabling Alliances to actually fully join the militia would help to give each faction some much-needed muscle to counter these threats without annihilating their sec status in the process.



and what is to stop PL from joining their alliance to a faction? your idea wouldn't change anything. besides PL would just bridge in a fleet of tengu's or even the new tier 3 bcs to whoop your ass.

Everytime you buy something that says "made in china" you are helping the rising unemployment in your own country unless you are from china, Buy locally produced goods and help create more jobs.

Hans Jagerblitzen
Ice Fire Warriors
#208 - 2011-10-21 16:57:35 UTC
Hirana Yoshida wrote:
The reason why I advocate the poison pill concept is that I am tired of the stupidity that is bombers able to do lvl4's. Some (read: most) missions need a more diverse target group (ie. frigs/elite cruisers) to avoid this, but the pill alone would go a long way.

If I am able to force a standings hit (which is what will happen if a mission is failed) on the cheap-ass alt whose only objective is to maximize income then it won't be long before he quits or ships up to fight for his ISK. Either way I and FW wins.
Bonus: Let activating a poison pill give a person 5-10% of the "lost" LP with his own militia for services rendered to really put the pressure on the whores.

As it stands, FW missions have close to zero risk involved while being one of the biggest revenue source in Eve (for individuals). Station a handful of bombers in select constellations and move around in an interceptor for risk-free ISK .. broken doesn't cover it if you ask me Smile


Do you consider me an alt? Do I not have the right to run these missions for income? Fixes that discourage alt-farming should not punish legitimate PvP participants who want to use missions for income. It's what they were designed for.

I'd hardly call them risk-free either. It's quite possible to camp, chase, trap, and kill mission runners, regardless of what ship they are in.

Yes, I won't argue they are high in terms of isk/hour, arguably the most lucrative activity in the game. But as long as they're being run by those who than go and spend the money fighting against their opposing faction, its not really abuse at all.

There needs to be a more surgical fix for the alt-mission runner problem, than just killing our ability as legitimate PvP participants to fund our pew habits.

We're not in nullsec, we don't have the resources they do, but our faction warfare scene is designed to encourage regular, ongoing, PvP. Something has to exist in order to fund this.

It's a double edged sword, but a necessary one at the moment without a viable alternative. If you kill militia member's primary income source, one they are rightfully entitled to as active contributors to the scene, there is no faster ticket to killing regular PvP and FW in general. We're trying to encourage more people to come play with us out here, a sustainable income source in one form or another is an absolute necessity.

CPM0 Chairman / CSM7 Vice Secretary

Super Chair
Project Cerberus
Templis CALSF
#209 - 2011-10-21 17:02:00 UTC
I still have to use 3 Sensor boosters to be able to target in a mission. Locking a battleship rat can take up to 40 seconds in some scenarios due to damps. Remove all NPCs ECM/damps and reduce their dps to such **** that I can bring a pvp ship rather than a pve one if this "poison pill" concept is to have any merit. Everyone that wants to make isk making a pvp activity just want to gank pve fitted ships with their pvp fitted ship. Mixing pvp and pve has already proven to be a bad idea (see FW plexing).
Hans Jagerblitzen
Ice Fire Warriors
#210 - 2011-10-21 17:06:24 UTC
David Grogan wrote:


and what is to stop PL from joining their alliance to a faction? your idea wouldn't change anything. besides PL would just bridge in a fleet of tengu's or even the new tier 3 bcs to whoop your ass.


We are quite capable of dealing with PL tengu's and tier 3 BC's, spend some time perusing our corp's killboard. We quite enjoy engaging PL in these kinds of ships and welcome the presence of more targets in our systems of this size.

We are in militia precisely because we enjoy subcap warfare more than capital warfare, and consider it a much better test of a pilot's skill than whether they can drop a super onto someone. Clearly, any noob right now can grab an ebay super toon and flap this around and be successful, it doesn't say anything about their skill. PL has certainly earned theirs I'm sure through months of hard labor, but that doesnt mean that flying a super shows off your talent over being able to fight in a Tengu.

The problem currently is that to engage PL regularly, we have to become pirates. I would vastly prefer that PL be able to align themselves with a militia, (hopefully Amarr) so we can blow up their smaller ships on the regular, as long as the trade-off was that measures were in place to ensure that Faction Warfare continues to be a bastion of small gang and small fleet warfare as it was originally designed.

CPM0 Chairman / CSM7 Vice Secretary

Hirana Yoshida
Behavioral Affront
#211 - 2011-10-21 17:08:35 UTC
I consider all insurgents alts of the tyrant Shakor! Smile

Yes, it will impact legitimate runners. But one must assume that they are accustomed to pew and can thus just as easily do the missions in a proper ship (I know the Vagabond is insanely effective for you lot .. better/faster than bombers).
The impact for crews like AUTOZ will be next to nothing as you can just get into the habit of picking up a few missions each before going on a roam .. complete them instead of sitting on a gate/undock waiting for one of us silly Amarr .. you'll be surprised how effective small-gang FW missioning can be *pop*pop*pop*
X Gallentius
Black Eagle1
#212 - 2011-10-21 17:13:53 UTC
Bring a tanking buddy who uses drones for dps. Have him assign drones to you. Call for support if you see somebody may try to grief you. Run missions in teams. Catch your opponent and kill him before you warp into the mission. etc... Is your cloaky tengu really in that much danger?

BTW, if implemented your isk/LP will increase due to decreased supply in FW items.
Hans Jagerblitzen
Ice Fire Warriors
#213 - 2011-10-21 17:17:42 UTC
Super Chair wrote:
I still have to use 3 Sensor boosters to be able to target in a mission. Locking a battleship rat can take up to 40 seconds in some scenarios due to damps. Remove all NPCs ECM/damps and reduce their dps to such **** that I can bring a pvp ship rather than a pve one if this "poison pill" concept is to have any merit. Everyone that wants to make isk making a pvp activity just want to gank pve fitted ships with their pvp fitted ship. Mixing pvp and pve has already proven to be a bad idea (see FW plexing).


Excellent point, and I sympathize with those in other militias who have ewar being used on them that makes mission running a royal pain in the ass. I haven't run missions for other militias, but I hear its pretty awful.

I won't pretend the Minmatar don't have it easy, its almost cute when the Amarr spam my Hound with 27 tracking disruptors. The fact that you are having to fit multiple SeBo's to mission run is utter horseshit.

Tweaking the NPC behavior in missions is a fantastic way to fix up faction warfare and make it more balanced, and more fun.

Missions should absolutely be designed to be run in PvP - fit ships, you are spot on in this observation.

The currenty imbalances that are a direct result of sloppy, inconsistent AI difficulties from militia to miliita have large, noticeable market indicators that things are out of control.

CCP Soundwave would be well served to look at the prices of the faction gear being farmed and sold on the market, to see that Minmatar LP rewards flood the market with much more frequency than those of other factions, whos prices are much higher comparatively.

The fact that the market clearly indicates a preference for the farming of one factions missions over another is also a fantastic demonstration of the sheer number of alt-farmers who only enlist for the purposes of creating and selling gear. If the missions were of similar difficulty in scope, I think the natural balance between player RP preference would be evident in seeing people enlist in a variety of militias, and run a variety of missions, not just loading up minmatar because their cake is tastier and is easier to obtain.

CPM0 Chairman / CSM7 Vice Secretary

X Gallentius
Black Eagle1
#214 - 2011-10-21 17:22:35 UTC  |  Edited by: X Gallentius
All L4 FW missions are designed so that they can be completed by a team of three guys in pvp ships pretty quickly. You are forced to go for more PvE-like fits if you run them solo (I can fit a point on my Ishtar and run FW missions solo). Is this a bad thing?

Anyways, many ideas for improving FW have been discussed (for the Nth time in three years) and most of the issues have been addressed by several people. We'll see what CCP does with FW in due time.
Hans Jagerblitzen
Ice Fire Warriors
#215 - 2011-10-21 17:26:32 UTC
Hirana Yoshida wrote:
I consider all insurgents alts of the tyrant Shakor! Smile

Yes, it will impact legitimate runners. But one must assume that they are accustomed to pew and can thus just as easily do the missions in a proper ship (I know the Vagabond is insanely effective for you lot .. better/faster than bombers).
The impact for crews like AUTOZ will be next to nothing as you can just get into the habit of picking up a few missions each before going on a roam .. complete them instead of sitting on a gate/undock waiting for one of us silly Amarr .. you'll be surprised how effective small-gang FW missioning can be *pop*pop*pop*


I don't quite follow - are you suggesting that AUTOZ don't go out and run missions in gangs and prefer to station camp? What a daft suggestion. Apologies if I'm misunderstanding you - but really, AUTOZ activity is pretty regular and not that difficult to observe and see what we've been up to. Your implications couldn't be farther from the truth.

Running missions in gangs is the BEST way to run them, in terms of overall fun level. Its just unfortunate the mechanics don't encourage this more. I think that being able to run missions solo should still be viable, but a definite challenge and the overall design should make running them in gangs the most efficient method to earn income, to encourage this kind of gang work.

CPM0 Chairman / CSM7 Vice Secretary

NeoTheo
Dark Materials
Caldari Alliance
#216 - 2011-10-21 17:46:09 UTC
CCP Soundwave wrote:
Hey guys

Great feedback in this thread. I'm taking a few notes and getting a few ideas.

One thing we might be able to do very easily is remove the faction NPCs, letting you freely travel in other factions space. How would you guys feel about that change? I've always found it a bit sad that we've isolated FW in low-sec when it could be done on a much larger scale.


How about keep them in 1.0 and 0.9. Nuke them from every place else.

To oftern we talk about "low sec" and "empire", if we arnt doing much with system sec levels then we shouldnt really have them now should we? I know some things are done with them, rat quality and mineral quality etc. but lets be perfectly honest, the difference between a 0.9 and 0.5 is minimal - its one things CCP has needed to fix for years and never did anything about, this might be a good place to start.

Kain De'Stroi
Caldari Provisions
Caldari State
#217 - 2011-10-21 17:48:33 UTC
CCP Soundwave wrote:


The idea would be that we move away from NPC enforcement and towards player enforcement. That's really how most things should work, but I definitely take the point from people who argue that this might pretty seriously hurt the causal players.


I speak as the dirty (currently in fw) pirate i am.
be carefull here.
i think this could be a good idea whit npc customs but not for this.

The current mechanics are ok, but they might even need a boost.
I already now se fellow fw pies like myself perma tanking navys whit simple canes and drakes, ganking fw newbies outside stations that didnt know they should check local before undocking.

there is a reason why us pirates are forced out to low sec. we can never be enforced, only kept at bay, NPC are stupied, and players are often to weak. Twisted

Currently navys and players together is just that. a force that keep us at bay.
But if you removed them, ach poor fw newbies..
I think you pretty soon would find alt boosted SEBO camps at every main gate that would be practically invulnerable becasue no one could light a cyno on us.

so be carefull before you unleash our evil and let our alts go rampant in empire.




Cearain
Plus 10 NV
#218 - 2011-10-21 18:06:58 UTC
Super Chair wrote:
I still have to use 3 Sensor boosters to be able to target in a mission. Locking a battleship rat can take up to 40 seconds in some scenarios due to damps. Remove all NPCs ECM/damps and reduce their dps to such **** that I can bring a pvp ship rather than a pve one if this "poison pill" concept is to have any merit. Everyone that wants to make isk making a pvp activity just want to gank pve fitted ships with their pvp fitted ship. Mixing pvp and pve has already proven to be a bad idea (see FW plexing).



This.

The thing is, if you reduce the rat dps so that it doesn't effect a pvp tank then why have them at all?

I think we need to stop trying to make a pve activity into a pvp one. Mixing the 2 never works.

Mission running is a pve activity. It can be fun to chase after misssion runners but when you do it, don't claim your looking for a good fight - your looking for a gank. That's fine and good, but call it what it is.

There are ways to catch mission runners in this game now. I have been caught a few times at gates and by people cloaked at the warp in. I have chased enemy mission runners myself. If they just make a few tweaks so you can't run them solo in sbs that will be fine.

Faction war missions could use some tweaking (I posted my thoughts some pages back) but we are not going to be able to turn mission running into a pvp activity. Nobody wants to pvp under npc fire with a ship fit to fight npcs unless they have a large numerical advantage. Nobody wants to fight against an opponent with a large numerical advantage.


Plexing on the other hand can and should be a pvp activity.

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

Cal Gin
State War Academy
Caldari State
#219 - 2011-10-21 18:35:05 UTC  |  Edited by: Cal Gin
My problem with allowing alliances into FW has nothing to do with the uber blobs (we all know thats what it would become) my problem is with the income aspect of it. FW remains one of the best ways to make isk in this game short of being a tycoon. Caldari already has a problem with corps that are there solely for farming missions (including a number of well known alt corps for the bigger alliances). This can easily be seen by the price of Navy Scorps and Scorpians in recent months... Once news about the impending fix to FW was released Navy scorp prices dove 20 to 30 mil and scorpian prices jumped 10 mil, there where even a few times in Jita where there seriously was not a single scorpian for sale... I say if you really wanna fix FW create a mechanic that would kick out the carbears... On paper Caldari milita out numers the other militas by 2k members... in practice we are probably one of the smallest of the militias...

Allowing more people into FW would kill the market far more than it already has esp[ecially since the ships that FW provides are hardly ever used in combat (navy scorps and ravens) in fact the only faction ships seen regularly in FW are the faction frigates, their needs to be a new ship that can be priced just right so that its expensive enough to make isk but low enough that you dont kill your KB every time you loose one, i think Faction BC's would really fill that void since most of our fleets are BC fleets anyways.


P.S. sorry if what i said has already been said.... too many pages to read everything :)
Hans Jagerblitzen
Ice Fire Warriors
#220 - 2011-10-21 18:58:52 UTC  |  Edited by: Hans Jagerblitzen
Cal Gin wrote:


P.S. sorry if what i said has already been said.... too many pages to read everything :)


I hear ya Gin, many threads get so long its easiest to throw down your thoughts whether its been said or not. Welcome to the discussion anyways!

I am by no means the authority here, there are lots of opposing opinions, many of which are valid concerns as well.

But here are my personal thoughts on the issues you raised though...to save you some search time.

Here is how I feel about the idea that letting alliances in automatically means blobbage.

Here is how I feel about the idea that letting more FW players in automatically means more market destruction.

Dont just take my word for it, I'm just one of the more verbose contributors, there is a lot of great ideas kicking around so if you're interested, take the time to read more!

CPM0 Chairman / CSM7 Vice Secretary