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Warfare & Tactics

 
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A More War Like War

Author
Paul Panala
School of Applied Knowledge
Caldari State
#41 - 2013-02-13 04:34:12 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.


I am not sure how you think you would find the hub so quickly. I guess you plan on spreading out and mass probing systems until you do? Well, that sounds like easy pickings for your WTs. If in the end you are much more powerful than the person who dec'ed you, then yes, I want you to be able to end the war.

Again, requiring the check-ins was meant to ensure the war hub isn't deployed crazy far away. You just finished complaining that my idea was too imbalanced towards the defender, now you think this is unfair? Either way, I did say up front that if the defenders make the war mutual then neither side is required to check-in and all corp members are legal targets.
Moonlit Raid
Doomheim
#42 - 2013-02-13 22:27:46 UTC
Hmmm, perhaps an attacking corp must pay a certain fee dependant on the ship they wish to use. A (small) percentage of its market cost?

The main problem I've seen and experienced with wars is an attacker who doesn't attack but remains logged in necessitating a permanent scout to monitor their location. In this situation the defender needs to be able to do something more than watch, after all it was the attacker who apparently wanted to "fight."

I also think an aggressor should be able to instigate a war at much shorter notice, maybe 6 hours so they can inflict the damage they intend to, dropping corp should take longer or cost money for the defender so they have a little incentive to actually fight.

All ships in a war do not emergency warp on logoff and remain in space.

War decing a corp with 10.0 sandings with caldari navy will seriously hurt your standings with caldari navy, to the point you cannot dock in navy stations.

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
#43 - 2013-02-13 22:54:02 UTC
New Idea: Instead of having to destroy the building, which makes the amount of time it survives less predictable, lets barrow an idea from faction warfare. When you warp to the hub you need to get within 30km of it, if no enemy war targets are in range, a 30 minutes countdown starts (doesn’t matter how many ships you have). All aggressors are notified as soon as the clock starts. If a WT shows up the countdown freezes. If all defenders leave or are destroyed the clock starts counting back up to 30:00 (aggressors do not need to remain for clock to count up)

I actually like this better than having to destroy a building. My only concern is that I don’t want people with rookie ships or cheap fits to run the clock hoping to get lucky.

Everything else would stay the same.
Paul Panala
School of Applied Knowledge
Caldari State
#44 - 2013-02-13 22:56:37 UTC
Moonlit Raid wrote:
Hmmm, perhaps an attacking corp must pay a certain fee dependant on the ship they wish to use. A (small) percentage of its market cost?

The main problem I've seen and experienced with wars is an attacker who doesn't attack but remains logged in necessitating a permanent scout to monitor their location. In this situation the defender needs to be able to do something more than watch, after all it was the attacker who apparently wanted to "fight."

I also think an aggressor should be able to instigate a war at much shorter notice, maybe 6 hours so they can inflict the damage they intend to, dropping corp should take longer or cost money for the defender so they have a little incentive to actually fight.

All ships in a war do not emergency warp on logoff and remain in space.

War decing a corp with 10.0 sandings with caldari navy will seriously hurt your standings with caldari navy, to the point you cannot dock in navy stations.


You have some good ideas. I like the idea of war dec'ing having a standings impact. I am not sure how you force people to not stay logged on in station all day. I also like the idea of the war starting faster. They are going to allow allies to join in 4 hours, why not make all the times 4 hours? What does the 24 hour time give you anyway? The should probably add a much harder to ignore, in your face alert that you are at war, just for those who might undock before checking email.
Marsan
#45 - 2013-02-14 01:37:11 UTC
Paul Panala wrote:
New Idea: Instead of having to destroy the building, which makes the amount of time it survives less predictable, lets barrow an idea from faction warfare. When you warp to the hub you need to get within 30km of it, if no enemy war targets are in range, a 30 minutes countdown starts (doesn’t matter how many ships you have). All aggressors are notified as soon as the clock starts. If a WT shows up the countdown freezes. If all defenders leave or are destroyed the clock starts counting back up to 30:00 (aggressors do not need to remain for clock to count up)

I actually like this better than having to destroy a building. My only concern is that I don’t want people with rookie ships or cheap fits to run the clock hoping to get lucky.

Everything else would stay the same.


The obvious answer is that the 1st time sets a timer determined by the aggressing corp. That way a corp with a single TZ can still defend their hub.

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

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