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A More War Like War

Author
Taoist Dragon
Okata Syndicate
#21 - 2013-02-11 08:31:47 UTC
Wars in High sec!

I mean c'mon people! The empire governments and concord aren't going to allow a full on war! The only thing that is feasible is a bride to concord to look the other way while you smack around some immortal pod pilot....

War in eve is null sov. and maybe just a little of FW.

War Decs are just a bribe. Take it as that and get over it!

That is the Way, the Tao.

Balance is everything.

Princess Saskia
Hyperfleet Industries
#22 - 2013-02-11 11:42:27 UTC
Make it so when you win a war you gain 40% of the shares of the corperation. Fighing for an influence rather than fighting for kills. AN OBJECTIVE!

/P

 ♥ 

Hidden Snake
Inglorious-Basterds
#23 - 2013-02-11 11:45:45 UTC
u in the wrong part of the eve .... go to FW ... or null wars ... both are broken, but might serve your needs.

FW has problem of farmers and pve mechanics ruining the system capturing mechanics and null is so static, that only massive blobs or massive amount of metagaming can change the map.

High sec wars really only the bribe (or fee) to Concort to not to pop u.
Marsan
#24 - 2013-02-11 16:40:05 UTC
I like this idea, but I don't think you should be able to anchor in NS or LS. The war mechanism is all about HS, and why give the Goons, Test and the like even more of an advantage in wars? A far as why this is needed is that the current war mechanism fails to provide interesting content. I've been in a number of wars, 95% of the time we'd form up a fleet, the opposing side would station up and talk smack, and only come out when the numbers were x2-4 in their favour. The only fights were station games, and the occasion us vs them vs x2 neutral logi. (Thankfully that's gone.) The result was we'd kick our hauler alts out of corp, and wait the war out in our wormhole, and occasional around in cloakies or standard LS travel fits. If I had any fun at all it was getting the other side to chase my BS/BC 6-10 hops before they gave up in disgust. The funny thing is in all the wars I never got them to follow me into LS or a wormhole.

Former forum cheerleader CCP, now just a grumpy small portion of the community.

Paul Panala
School of Applied Knowledge
Caldari State
#25 - 2013-02-11 17:10:52 UTC
Someone EveMailed me asking why the War Hub should be cloaked and what the point of checking in is. I am going to reply here so everyone can see it.

The purpose of the check-ins goes along with my capture the flag mediator. The war hub can be hidden anywhere, in any system. If corp members did not have to check-in there would be no way to find the thing, unless you got very lucky. With check-ins required, the defender has an opportunity to scout enemy movements and find the hub. It also means the dec'ing corp will not want to deploy the hub too far from the war zone.

It isn't a true cloak. It is only invisible to neutral parties, if you are involved in the war, on either side, it is visible. The reason is to prevent war hub location sharing webpages from starting or using neutrals to probe a system the aggressors are trying to defend. I don't want it to be too easy to find. Wars should not become a joke.

I know another approach would be to make the hub known to both sides at the start of the war and not require any check-ins. However, then you would basically need a POS to guard it or they could come kill it within hours of the war starting. I also didn't want to use concepts like fuel or anchoring because I do not want to make it harder for young corporations to use. A corp made up of month old players should be able to war dec someone else without much more complexity than currently exists.
Paul Panala
School of Applied Knowledge
Caldari State
#26 - 2013-02-11 17:17:27 UTC
Taoist Dragon wrote:
Wars in High sec!

I mean c'mon people! The empire governments and concord aren't going to allow a full on war! The only thing that is feasible is a bride to concord to look the other way while you smack around some immortal pod pilot....

War in eve is null sov. and maybe just a little of FW.

War Decs are just a bribe. Take it as that and get over it!


Yes, War Decs are just a bribe, does that mean it can't be any better? People have the option to move to Null or join FW. But it should still be possible to have a high-sec war. I am trying to suggest options to make the war a little more interesting for both sides. Wars as they stand now suck, the sad truth is that high-sec players end up staying docked up and logged off during a war, I don't think that is good. I would like to give them something better to do during that time, something that will bring them into combat zones.
Paul Panala
School of Applied Knowledge
Caldari State
#27 - 2013-02-11 17:30:10 UTC
Marsan wrote:
I like this idea, but I don't think you should be able to anchor in NS or LS. The war mechanism is all about HS, and why give the Goons, Test and the like even more of an advantage in wars? A far as why this is needed is that the current war mechanism fails to provide interesting content. I've been in a number of wars, 95% of the time we'd form up a fleet, the opposing side would station up and talk smack, and only come out when the numbers were x2-4 in their favour. The only fights were station games, and the occasion us vs them vs x2 neutral logi. (Thankfully that's gone.) The result was we'd kick our hauler alts out of corp, and wait the war out in our wormhole, and occasional around in cloakies or standard LS travel fits. If I had any fun at all it was getting the other side to chase my BS/BC 6-10 hops before they gave up in disgust. The funny thing is in all the wars I never got them to follow me into LS or a wormhole.


I hear what you are saying about the War Hub location, I honestly debated that before posting. I went the way I did because I think more powerful corps should have some kind of an advantage. What if someone complained that wars are dumb because the hub gets popped too easily? The answer to that is, put up a POS and deploy the hub there. Meaning the corp with more power and resources has a better ability to keep the war going. Seems more realistic. I don’t think the War Hub should be able to be deployed inside a control tower’s shields, but right outside in range of the defenses, sure.
Marsan
#28 - 2013-02-11 23:33:28 UTC
Paul Panala wrote:
Marsan wrote:
I like this idea, but I don't think you should be able to anchor in NS or LS. The war mechanism is all about HS, and why give the Goons, Test and the like even more of an advantage in wars?


I hear what you are saying about the War Hub location, I honestly debated that before posting. I went the way I did because I think more powerful corps should have some kind of an advantage. What if someone complained that wars are dumb because the hub gets popped too easily? The answer to that is, put up a POS and deploy the hub there. Meaning the corp with more power and resources has a better ability to keep the war going. Seems more realistic. I don’t think the War Hub should be able to be deployed inside a control tower’s shields, but right outside in range of the defenses, sure.


Are moons in HS without POS really that rare? (Never had the urge to setup a POS in HS.) I agree that having a POS involved would raise the bar hopefully. CCP will allow us to anchor POSes or their replacement every where. Also LS POS are pretty fragile due to Dreads.

Former forum cheerleader CCP, now just a grumpy small portion of the community.

Taoist Dragon
Okata Syndicate
#29 - 2013-02-11 23:40:43 UTC
Paul Panala wrote:
Taoist Dragon wrote:
Wars in High sec!

I mean c'mon people! The empire governments and concord aren't going to allow a full on war! The only thing that is feasible is a bride to concord to look the other way while you smack around some immortal pod pilot....

War in eve is null sov. and maybe just a little of FW.

War Decs are just a bribe. Take it as that and get over it!


Yes, War Decs are just a bribe, does that mean it can't be any better? People have the option to move to Null or join FW. But it should still be possible to have a high-sec war. I am trying to suggest options to make the war a little more interesting for both sides. Wars as they stand now suck, the sad truth is that high-sec players end up staying docked up and logged off during a war, I don't think that is good. I would like to give them something better to do during that time, something that will bring them into combat zones.


TBH nothing you can do that will make people in HS fight wars if they are not so inclined.

I do like the idea of an objective for a 'war' in HS.

Maybe make it part of the 'bride to concord' That the war will end if you destroy xx isk in ships or take yy number of pods or destroy zz number of POS's. Those are tangible objectives that gives the target something to defend against so they don't 'Lose' a war. Maybe even changing the cost of war if it has a set objective.

From a story perspective it also gives concord a reason for doing what you are doing so if the officer you bribed gets audited can justify the action of the warring corps easier.......just throwing thoughts out there.

Wars DO NOT need more structures to shoot!

That is the Way, the Tao.

Balance is everything.

Vimsy Vortis
Shoulda Checked Local
Break-A-Wish Foundation
#30 - 2013-02-12 02:35:41 UTC
I'm failing to see how anchorable structures make wars more like actual wars. I'm pretty sure that Germany didn't need to set up an kind of arbitrary structure in the middle of the ocean so they could invade Poland in 1939, also fairly sure they didn't have to pay an arbitrary sum to any overarching authority or allow Poland 24 hours notice prior to invading.

I'm also unsure exactly what structure anywhere in the world an the Iraqi republican guard could have blown up to magically end the coalition invasion of their country. There's also the cases of crazy VC soldiers hiding out in the jungle for decades fighting a war that has been over for decades against an enemy that isn't there anymore.

In reality wars typically don't come with a warning, rarely have formal declarations, may not actually have well defined beginnings or ends, don't often result in one side definitively "winning", spread around so that more and more previously uninvolved parties get involved, the objectives change constantly or even don't exist at all and often aren't even between well defined groups.

Adding meaningless structure grinding as a mandatory component of wars wouldn't make wars more like wars, it would make them less like wars and diminish their usefulness as a tool for people to actually achieve the objectives that they want to achieve. It's a pointless contrived pain in the ass that would serve as another reason for people in highsec not to bother fighting each other.

The war mechanics don't need any more senseless convolution, they need iteration that makes them a more viable option for the average highsec resident looking to shoot at a particular group of people for whatever reason.

If you want a war to end you can go and render the opposing party unable to fight or negotiate an agreement with them and guess what? That's how wars actually end, not with the destruction of a magical structure that has no actual purpose or value to anyone.
Paul Panala
School of Applied Knowledge
Caldari State
#31 - 2013-02-12 05:06:16 UTC
@Vimsy Vortis,
I agree with what you are saying, I am just not sure how to use it to make wars better in Eve. The problem with every war I have fought is that all the fights turn into nothing but station games or 'hide and go cloak.' It is rare to have any actually fights, even when both sides want to fight. People stay docked unless the fight is a sure thing. Get people out away from their stations and gates so a real battle can happen.

Taoist Dragon
Okata Syndicate
#32 - 2013-02-12 11:23:54 UTC
Paul Panala wrote:
@Vimsy Vortis,
I agree with what you are saying, I am just not sure how to use it to make wars better in Eve. The problem with every war I have fought is that all the fights turn into nothing but station games or 'hide and go cloak.' It is rare to have any actually fights, even when both sides want to fight. People stay docked unless the fight is a sure thing. Get people out away from their stations and gates so a real battle can happen.



This my friend is the crux of the matter. HS wars are not fought over. The average HS player is too risk averse to actually get out there and shoot a WT.

Then you get into up shipping and blobbing until everyone finally just cracks it and leaves.

Nothing you can do about this tbh. It is the nature of HS. High sec would have to fundamentally change to allow this to happen, not placing a structure you can shoot to win.

TBH mate it sounds like you need to leave HS and get into a low sec/null corp that actually fights other people rather than red crosses

That is the Way, the Tao.

Balance is everything.

Paul Panala
School of Applied Knowledge
Caldari State
#33 - 2013-02-12 18:31:13 UTC  |  Edited by: Paul Panala
@Taoist
You may be right. In my opinion it isn’t that people are not willing to fight HS wars, it is that they only fight when numbers favor them. Not every HS corp is made of pure carebares. A lot of corps use HS to make ISK and then roam LS; corps like that are probably more than happy to fight. In HS almost all fights happen around gates or NPC stations, which there are a LOT of. Without the ability to use warp bubbles, a halfway good player can avoid almost any fight by scouting ahead, choosing not to activate modules and using the high number of stations and gates to lose anyone following him.

My goal of adding a building was to force people to undock and enter a less protected area of space. A way to call them out of the saloon, if you will. The building helps force the issue. If the defenders are probing around the system looking for it, go kill them. If they find it and start shooting at it, then the aggressors need to go defend it or the war ends.

Sure, carebares will stay docked, nothing can change that. I agree, this isn’t perfect, but I don’t think it could make things any worse. A number of people I talked to love this idea, I wish they would be more vocal in the forums. I can say myself personally, every war I have been in, having something like this would have helped a lot. It would be way more interesting than the lame stations games and next to no kills on either side that ended up happening.
Moonlit Raid
Doomheim
#34 - 2013-02-12 19:29:07 UTC
Pay the station owner to kick out your war target if you are the defending corp.

If brute force isn't working, you're just not using enough.

Please Note: Any advice given comes with the caveat that nothing will be suitable for every situation.

Paul Panala
School of Applied Knowledge
Caldari State
#35 - 2013-02-12 21:38:33 UTC
Moonlit Raid wrote:
Pay the station owner to kick out your war target if you are the defending corp.


I have always felt like the way NPC stations work at war is strange, just not sure how to fix that without hurting other parts of the game.
Vimsy Vortis
Shoulda Checked Local
Break-A-Wish Foundation
#36 - 2013-02-12 22:14:09 UTC  |  Edited by: Vimsy Vortis
Paul Panala wrote:
@Vimsy Vortis,
I agree with what you are saying, I am just not sure how to use it to make wars better in Eve. The problem with every war I have fought is that all the fights turn into nothing but station games or 'hide and go cloak.' It is rare to have any actually fights, even when both sides want to fight. People stay docked unless the fight is a sure thing. Get people out away from their stations and gates so a real battle can happen.


Right, but the actual war mechanic itself should be a tool, preferably a cost effective, non self-destructive one that is actually useful, not a convoluted mess full of arbitrary grinding and meaningless structures, or a totally one-sided, hideously stacked waste of money for the aggressor.

The focus of changes to the war mechanics should be on making the system something people will actually consider using when they have a problem with another player entity. It should be reasonably inexpensive and non-suicidal for generic highsec corp to declare war on another generic highsec corp because their miners keep getting into arguments over belts in some system. We're getting there on cost, but the ally system renders aggressors in actual legitimate wars like that vulnerably to every tom **** and harry turning up as an ally to shoot at them for virtually no cost and with the timer for allies joining a war going down to 4 hours this situation is getting worse, not better.

It's great for business as a member of a dedicated highsec PVP corp, but it's godawful for any normal highsec corp with a legitimate grievance against another highsec entity and wants to fight a war against them.

We actually had a case last week where some regular joe highsec alliance declared war on another regular joe highsec alliance and we got hired by the defender. We showed up, destroyed their battleship fleet without a loss and they did nothing for the rest of their war. That's the kind of gameplay a one-sided war system encourages, mercs and griefers with far more experience and resources fighting proxy wars against weak targets because nobody else can afford to be the aggressor.

The issue you're trying to address in the OP isn't really anything to do with wars, it's an issue of a lack of points of interest in highsec space that drive conflict. That's no so much a problem with wars as it is a problem with general highsec gameplay not having anything interesting in it.

I don't really care how people fight their wars, or how they don't fight them. That there are wars in the first place is more important.
Paul Panala
School of Applied Knowledge
Caldari State
#37 - 2013-02-12 22:55:10 UTC
I never said the price or complexity would go up, in fact I stated the opposite, no extra cost, no new skills needed. Deploying the hub would be no more complex than flying to a dead space area and jettisoning it. I really do not think this would be too badly stacked against the aggressor. Finding the war hub would not be easy at all. If they do find it and try to attack it, great!! You know exactly where their ships are, go kill them. At least they are not docked and avoiding you. I set its defensive capabilities so that it would take even a fleet of high DPS battleships several minutes to kill, while a few reps from a logi ship would restore it. That would need to be tweaked to find the right balance, maybe it can’t be damaged while a checked-in corp ship is on grid. My point all along was to make it about fighting ships, not killing the building. Also, with the check-in system, your non-combatant pilots on the aggressor’s side can stay out of the war without leaving the corp.

That is my two cents worth, it sounds like you don’t see it my way, so we can respectfully disagree.
Vimsy Vortis
Shoulda Checked Local
Break-A-Wish Foundation
#38 - 2013-02-12 23:32:05 UTC  |  Edited by: Vimsy Vortis
But why would anyone want to deploy a structure to do that? The structure has no value outside of enabling a war. Finding hostile POS towers is tedious enough and structure grinding is widely acknowledged as being one of the most boring, unfun activities in the entire game.

Also the need to defend a relatively low EHP structure at the drop of a hat to maintain a war doesn't exactly make the prospect of declaring war more appealing and would render corps like mine functionally invulnerable to incoming wardecs, we'd just find the war hub and blow it up and there wouldn't be a damned thing anyone could do to stop us and we'd anchor our own hubs outside a deathstar POS and log off on top of it in our faction battleships and logistics alts.

The requirement for corp members to check in in order to attack or be attacked is also as dumb as hell, why would you let aggressors immediately get out of a war they declared in 24 hours but the defenders have to leave corp to get out of it?

The entire concept is just adds a pile of completely unnecessary activity for no reason.

Ask yourself honestly: If you lived in highsec and had to do all of that extra stuff just to make a war happen, would you be more likely to declare war than you would currently?

If the answer is no then obviously the mechanic is a bad idea because it makes war a less useful tool for enabling PVP. If your honest answer to the question is yes then I think you're probably insane.
Adriel Malakai
Shoulda Checked Local
Break-A-Wish Foundation
#39 - 2013-02-13 03:02:33 UTC
Vimsy Vortis wrote:
But why would anyone want to deploy a structure to do that? The structure has no value outside of enabling a war. Finding hostile POS towers is tedious enough and structure grinding is widely acknowledged as being one of the most boring, unfun activities in the entire game.

Also the need to defend a relatively low EHP structure at the drop of a hat to maintain a war doesn't exactly make the prospect of declaring war more appealing and would render corps like mine functionally invulnerable to incoming wardecs, we'd just find the war hub and blow it up and there wouldn't be a damned thing anyone could do to stop us and we'd anchor our own hubs outside a deathstar POS and log off on top of it in our faction battleships and logistics alts.

The requirement for corp members to check in in order to attack or be attacked is also as dumb as hell, why would you let aggressors immediately get out of a war they declared in 24 hours but the defenders have to leave corp to get out of it?

The entire concept is just adds a pile of completely unnecessary activity for no reason.

Ask yourself honestly: If you lived in highsec and had to do all of that extra stuff just to make a war happen, would you be more likely to declare war than you would currently?

If the answer is no then obviously the mechanic is a bad idea because it makes war a less useful tool for enabling PVP. If your honest answer to the question is yes then I think you're probably insane.


For the record, with only 5 of our guys, we could kill a 2.5m EHP structure in 4.9 minutes. That's only a third of our alliance.
Paul Panala
School of Applied Knowledge
Caldari State
#40 - 2013-02-13 04:26:43 UTC
Adriel Malakai wrote:


For the record, with only 5 of our guys, we could kill a 2.5m EHP structure in 4.9 minutes. That's only a third of our alliance.


That assumes the signature radius is large enough to inflict full damage from BS weapsons, and like I said, the EHP of the hub is something that would need to be worked out.
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