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SOV tearing down the old.

First post
Author
Alavaria Fera
GoonWaffe
#81 - 2013-10-28 14:52:44 UTC
Onictus wrote:
Xavier Higdon wrote:
Don't you want more fleet fights? More glory? More opportunity? I know I do. I want there to be more of everything good, like strategic defenses and well planned offensives, and less of all things bad like blobs and structure grinding.

No in reality out would just mean MORE shooting structures.

No one likes shooting structures.

If you have people always grinding structures, then there's always targets to find.

Clearly more structures & more timers is the way to go.

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 ?

Pr1ncess Alia
Doomheim
#82 - 2013-10-28 15:56:03 UTC
Requiring multi-pronged attack / defense would certainly make things more interesting, though it could just as easily complicate with no real change?

For instance, once a constellation is held, attacks must be coordinated against 3 blablablahs across 3 systems in the constellation.

This would seem sway things in favor of larger entities vs smaller on the offense just for having better numbers to draw from for a multifaceted attack.

But if all 3 need to be done in order for an actual structure flip, this would mean only one attack would need to go wrong or be repelled.

I mean the current system is so great we should probably just leave everything the way it is and add lots more structures, as the never-cynical Alvaria points out so astutely.
Pr1ncess Alia
Doomheim
#83 - 2013-10-28 16:00:57 UTC
Alavaria Fera wrote:
Basically make critical things stupidly concentratedly painful such that no one will step up to do them.

Like the ceo having to push butan for everyperson to join. Greatly reduces alts, and you'll know the ceo has to login all the time

Or just screw up the permissions to that anyone who can put in fuel into the pos can also drop all your sov. Suddenly directors have to fuel every single pos. Magic


No, you're not paying attention. Not that you post with any seriousness anyways.

concentrated is exactly what it's not. that's the point

who said ceo's have to push buttons? where was this mentioned?
there should definitely be a revamp of the roles system as well as the organization management windows, but I'm just not sure what you're going on about m8m8

screwing up permissions? where was this mentioned?

directors have to fuel every single pos?

Do you just read posts, dream up a fantasy and then trollololol?

You should try responding to people and words in posts instead of cynically trolling over and over. I mean, we both know you'll never get moderated (this is eve-o), so maybe it's time to put on some big boy pants and moderate yourself?
Dracvlad
Taishi Combine
Astral Alliance
#84 - 2013-10-28 16:35:33 UTC  |  Edited by: Dracvlad
I rather like the idea that to hold Sov an alliance needs to be able to defend at all times, if they cannot then its ping pong time, would be a lot more fun then it is now. Personally I prefer the old POS system because the wars lasted a lot longer... Sadly I joined jus as the new sov system was put in, but I have talked to a fair few people who enjoyed the long drawn out ding dong battles over systems, do we ever see anything like the 6 months war between IRC/ED vs RA?

And make it so we can have multiple stations in system and that stations can be destroyed, and allow people to set up defences around stations, fun fun fun...

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp

Jenn aSide
Soul Machines
The Initiative.
#85 - 2013-10-28 17:19:11 UTC
The old POS based system was pure crap that favored the defender even more than the current system does.

My 1st pvp was Faction Warfare (i was there when it launched, it was glorious not the monstrosity it is today, Also Death to All Squids) and I joined a corp that went and "conquered" a constellation in Syndicate. We formed an alliance with some guys we met there and drove out others, and then later on we formed a Coalition with other Syndicate Groups. Those were the days, fighting Sons of Tangra all day and Dead Mans Hand all night lol.

We eventually decided to try to take space of our own in Cloud Ring. We fought for Weeks killing ships and towers. We eventually Took W-4NUU and a few other systems from Dara Cothrom/Tau Ceti Federation and the rest of their coalition, and it bankrupted us. We proved it could be done, but we din't prove that it could be "Held" against entrenched groups.

trust me, you don't want none of that POS based system, it was so insane it makes the current system look "good".
Avoida
Lost Puppy Relocation Services
Sorority
#86 - 2013-10-28 18:30:36 UTC
Alavaria Fera wrote:
Onictus wrote:
Xavier Higdon wrote:
Don't you want more fleet fights? More glory? More opportunity? I know I do. I want there to be more of everything good, like strategic defenses and well planned offensives, and less of all things bad like blobs and structure grinding.

No in reality out would just mean MORE shooting structures.

No one likes shooting structures.

If you have people always grinding structures, then there's always targets to find.

Clearly more structures & more timers is the way to go.


More structures can be good, yes, as it gives more opportunities for fights. Where it breaks down though, in my opinion, is the start-stop nature of timers. You start an attack on Day X but cannot continue that attack in that system until Day X+4 because of timers. Oh, the argument that timers gives the defenders a known time to form up is valid but doesn't really provide for any uncertainty.

So instead of timers which tell you when you can and cannot do something you make the attack an ongoing (and interruptible) process. Against my better judgment I'll post a concept though though I warn you this will be quite wordy (though

"Sovereignty" is a Concord sanctioned ownership. The TCU transmits via the stargate network ownership and system status to Concord.

When you attack sovereignty it happens not in any random system but starts at constellation gates. Attackers place a SBU (updated ones with a bit more HP) on each constellation gate in the target constellation. Like this constellation in Querious SBUs would need to be placed in P-ZMZ, UYU-VV, and 2 in VK-L690. SBUs 'block' the sovereignty control signal going to Concord which turns off the invulnerability status of all HUBs in the constellation...but they do not do it immediately nor continuously.

The SBUs (now massive objects requiring at least a Rorqual to deploy) immediately anchor. They require fuel to operate same as a POS but consume significantly more fuel to operate, so much so that either streams of Blockade Runners would be needed or regular visits by Orcas/Rorquals. Once fueled they begin to online (2 hours) and then the attackers 'link' the SBUs together via an item menu. Once linked they begin to actively jam the Concord signal and the invulnerability status is removed. HUBs can now be attacked and HUB/Stations follow their current process.

The SBUs are never invulnerable to attack. Not only are they open to direct attack, they can be hacked and they can be jammed by ECM. Hacking the SBU breaks the link to the other SBUs providing a temporary return of invulnerable status of all currently vulnerable structures in the constellation though no damage incurred will be repaired. Jamming is the 'quick fix' who's effect lasts just a number of minutes and is automatically 'repaired'. A successful hacking of the SBUS requires a 'counter-hack' which will allow the SBU owners to re-establish the link. The effect is a much longer duration for the temporary return of the invulnerable status. Hacking and Jamming attempts would need to be done by specialized ships & setups. Only when the last SBU is destroyed or offlined due to no fuel will the constellation be considered 'saved' and all progress of the attackers is reset.

The point of all this is to make attack and defense a continuously ongoing process and across multiple prime times and multiple locations depending upon the constellation.
Dracvlad
Taishi Combine
Astral Alliance
#87 - 2013-10-28 19:00:44 UTC
Jenn aSide wrote:
The old POS based system was pure crap that favored the defender even more than the current system does.

My 1st pvp was Faction Warfare (i was there when it launched, it was glorious not the monstrosity it is today, Also Death to All Squids) and I joined a corp that went and "conquered" a constellation in Syndicate. We formed an alliance with some guys we met there and drove out others, and then later on we formed a Coalition with other Syndicate Groups. Those were the days, fighting Sons of Tangra all day and Dead Mans Hand all night lol.

We eventually decided to try to take space of our own in Cloud Ring. We fought for Weeks killing ships and towers. We eventually Took W-4NUU and a few other systems from Dara Cothrom/Tau Ceti Federation and the rest of their coalition, and it bankrupted us. We proved it could be done, but we din't prove that it could be "Held" against entrenched groups.

trust me, you don't want none of that POS based system, it was so insane it makes the current system look "good".


They did say it was an insane amount of work so I certainly take your point, yeah, its just finding something that enables people to resist even a massive steam roller, but not make it a huge ordeal for either, its the enable to resist bit that is needed to be worked into the system whatever shape or form that may be, yeah so I trust you on that one.

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp

Maldiro Selkurk
Radiation Sickness
#88 - 2013-10-28 20:41:26 UTC
No SOV is the best SOV.

Yawn,  I'm right as usual. The predictability kinda gets boring really.

Rekon X
Doomheim
#89 - 2013-10-28 21:08:26 UTC
Erotica 1 wrote:

I'm not saying change the existing mechanics for the current space. Instead, open up a new area of null with different rules. Add to that NPC factions that actively gain and lose control of space. I'm sure some sort of creative storyline/lore could explain the difference.

I'd also like to see high sec and low sec opened up more to player involvement in the policing of space. Additionally, Faction Warfare should actually mean something to the rest of the players aside from market prices.

These are all related ideas- tied together by the belief that there should be more player involvement for all aspects of the game.



That would be "expansion 2", the first one being wormholes.

Definition of goon - a stupid person Those who can do, those who can't spew

Alavaria Fera
GoonWaffe
#90 - 2013-10-28 21:22:39 UTC
Avoida wrote:
Alavaria Fera wrote:
Onictus wrote:
Xavier Higdon wrote:
Don't you want more fleet fights? More glory? More opportunity? I know I do. I want there to be more of everything good, like strategic defenses and well planned offensives, and less of all things bad like blobs and structure grinding.

No in reality out would just mean MORE shooting structures.

No one likes shooting structures.

If you have people always grinding structures, then there's always targets to find.

Clearly more structures & more timers is the way to go.


More structures can be good, yes, as it gives more opportunities for fights. Where it breaks down though, in my opinion, is the start-stop nature of timers. You start an attack on Day X but cannot continue that attack in that system until Day X+4 because of timers. Oh, the argument that timers gives the defenders a known time to form up is valid but doesn't really provide for any uncertainty.

So instead of timers which tell you when you can and cannot do something you make the attack an ongoing (and interruptible) process. Against my better judgment I'll post a concept though though I warn you this will be quite wordy (though

"Sovereignty" is a Concord sanctioned ownership. The TCU transmits via the stargate network ownership and system status to Concord.

When you attack sovereignty it happens not in any random system but starts at constellation gates. Attackers place a SBU (updated ones with a bit more HP) on each constellation gate in the target constellation. Like this constellation in Querious SBUs would need to be placed in P-ZMZ, UYU-VV, and 2 in VK-L690. SBUs 'block' the sovereignty control signal going to Concord which turns off the invulnerability status of all HUBs in the constellation...but they do not do it immediately nor continuously.

The SBUs (now massive objects requiring at least a Rorqual to deploy) immediately anchor. They require fuel to operate same as a POS but consume significantly more fuel to operate, so much so that either streams of Blockade Runners would be needed or regular visits by Orcas/Rorquals. Once fueled they begin to online (2 hours) and then the attackers 'link' the SBUs together via an item menu. Once linked they begin to actively jam the Concord signal and the invulnerability status is removed. HUBs can now be attacked and HUB/Stations follow their current process.

The SBUs are never invulnerable to attack. Not only are they open to direct attack, they can be hacked and they can be jammed by ECM. Hacking the SBU breaks the link to the other SBUs providing a temporary return of invulnerable status of all currently vulnerable structures in the constellation though no damage incurred will be repaired. Jamming is the 'quick fix' who's effect lasts just a number of minutes and is automatically 'repaired'. A successful hacking of the SBUS requires a 'counter-hack' which will allow the SBU owners to re-establish the link. The effect is a much longer duration for the temporary return of the invulnerable status. Hacking and Jamming attempts would need to be done by specialized ships & setups. Only when the last SBU is destroyed or offlined due to no fuel will the constellation be considered 'saved' and all progress of the attackers is reset.

The point of all this is to make attack and defense a continuously ongoing process and across multiple prime times and multiple locations depending upon the constellation.

So really, to protect your constellation, you need to pick one (1) system preferably one really in a corner somewhere, cynojam it, and then bubble it up and camp it.

Alternatively have a few ships with cloaks waiting around so your 5 guys can constantly hack random sbus all the time. If you can't somehow keep a freighter or orca out, then look for one of those systems and stage in it so that again, you can catch the orca or freighter carrying the massive sbu.

I love this idea.

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 ?

Little Dragon Khamez
Guardians of the Underworld
#91 - 2013-10-28 21:44:06 UTC
Varius Xeral wrote:
Baaldor wrote:
Little Dragon Khamez wrote:
Get rid of all of it. I don't need a flag to tell me that my corp 'owns' a system and neither do I need to see our name on a map. We own a system by dominating all traffic within it. Territories need a reliable and consistent military to maintain them if you don't have that you don't have 'sov' even if your name is on the map.


yes, to hell with all the other peeps that are into building empires, creating content and the amazing ability to herd cats...


I think what he means is **** the "name on the map" aspect of sov, and make it about actual tangible effects on gameplay, not focus the whole thing on some generally meaningless flag-planting at the expense of the actual gameplay involved.


That's exactly what I meant. When I first started playing eve back in 2007 on my old main (the one I biomassed in the Jita riots as a protest) I did the tourist thing and got pwned on the way to the Eve Gate, the systems surrounding it are all low sec and you can't claim sov, despite this (I am aware game mechanics were later changed) one guy was friendly enough after atomising my ship and told me that the area was 'NAWTI' territory. I don't know if they still exist or even if they are still patrolling down that way, but that night they held 'Sov' nothing went in or out of that particular system unless it was blue to them, anything not blue got blown to bits. That's 'Sov' for you or at least that's how it should be. Now if anyone had turned up in a well organised fleet and stamped all over them they would have lost 'sov' without all of the silly flag waving etc.

Dumbing down of Eve Online will result in it's destruction...

Dorian Wylde
Imperial Academy
Amarr Empire
#92 - 2013-10-28 22:19:22 UTC
In regards to the "sov should be about system control, not a name on the map" argument:

It already is. That's why small alliances become renters, because new footholds are impossible. The large alliances have effective control of their systems, and the surrounding systems, because they have the military to enforce it. You can claim sov all you want, but if you can't back it up and control the system, you won't have it very long.

So basically you're arguing for something that already exists.
Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#93 - 2013-10-28 23:06:28 UTC
Dorian Wylde wrote:
In regards to the "sov should be about system control, not a name on the map" argument:

It already is. That's why small alliances become renters, because new footholds are impossible. The large alliances have effective control of their systems, and the surrounding systems, because they have the military to enforce it. You can claim sov all you want, but if you can't back it up and control the system, you won't have it very long.

So basically you're arguing for something that already exists.

Current mechanics are not about system control, they're about ignoring systems until you get a message from the server, posting a CTA at whatever time you like for the next day, jumping to your target with overwhelming force and then ignoring the system again.

The reason that no footholds exist are a) ease of moving capitals around b) ease of accumulating massive wealth and capital forces c) a forever vigilant server that never sleeps and a map that provides all the information you need without having to undock from station. d) Indestructible infrastructure that doesn't need maintenance, upkeep or monitoring by players at all.

In real empire situations one needs to balance the size of the territory, the upkeep of forces (airplanes, tanks, ships, soldiers), time to deploy and supply lines. In EvE you only need to worry about your soldiers and replace losses if you're actually replacing losses. In some twist of logic, the biggest ships in the game travel faster than the smallest ships in game. A cap can jump from the top of Tenal all the way down to Venal while an interceptor would only be a couple of jumps from its starting destination.

To put that in perspective, that's like a US Supercarrier and SR-71 Blackbird leaving the US at the same time travelling to the UK and the carrier not only arriving first but arriving 90% faster than the SR. Its nonsensical and breaks the game. Caps are huge. They hit hard and they should take a lot of time, effort and risk to move around.

We saw what happened to BL the other day, that should be a risk you take every time you move caps, that they'll be intercepted and destroyed over the multiple jumps it should require to move them around imo.


CCP Fozzie “We can see how much money people are making in nullsec and it is, a gigantic amount, a shit-ton… in null sec anomalies. “*

Kaalrus pwned..... :)

Kyle Sev
Pator Tech School
Minmatar Republic
#94 - 2013-10-28 23:24:25 UTC
Infinity Ziona wrote:
Dorian Wylde wrote:
In regards to the "sov should be about system control, not a name on the map" argument:

It already is. That's why small alliances become renters, because new footholds are impossible. The large alliances have effective control of their systems, and the surrounding systems, because they have the military to enforce it. You can claim sov all you want, but if you can't back it up and control the system, you won't have it very long.

So basically you're arguing for something that already exists.

Current mechanics are not about system control, they're about ignoring systems until you get a message from the server, posting a CTA at whatever time you like for the next day, jumping to your target with overwhelming force and then ignoring the system again.

The reason that no footholds exist are a) ease of moving capitals around b) ease of accumulating massive wealth and capital forces c) a forever vigilant server that never sleeps and a map that provides all the information you need without having to undock from station. d) Indestructible infrastructure that doesn't need maintenance, upkeep or monitoring by players at all.

In real empire situations one needs to balance the size of the territory, the upkeep of forces (airplanes, tanks, ships, soldiers), time to deploy and supply lines. In EvE you only need to worry about your soldiers and replace losses if you're actually replacing losses. In some twist of logic, the biggest ships in the game travel faster than the smallest ships in game. A cap can jump from the top of Tenal all the way down to Venal while an interceptor would only be a couple of jumps from its starting destination.

To put that in perspective, that's like a US Supercarrier and SR-71 Blackbird leaving the US at the same time travelling to the UK and the carrier not only arriving first but arriving 90% faster than the SR. Its nonsensical and breaks the game. Caps are huge. They hit hard and they should take a lot of time, effort and risk to move around.

We saw what happened to BL the other day, that should be a risk you take every time you move caps, that they'll be intercepted and destroyed over the multiple jumps it should require to move them around imo.



I have no knowledge of how SOV`s run never even been to NPC null yet. But wouldent setting a limit on jump bridges help with that. Like jump bridges cant be set up with in 10 jumps of another for that alliance. I have no idea if this is a good idea or not just though id throw it out there and see what everyone thinks ^^
Avoida
Lost Puppy Relocation Services
Sorority
#95 - 2013-10-29 01:06:24 UTC
Alavaria Fera wrote:
So really, to protect your constellation, you need to pick one (1) system preferably one really in a corner somewhere, cynojam it, and then bubble it up and camp it.



Not exactly, no. The new SBUs are anchored at every constellation gate and all of them need to be protected. Lets look at Goons home system of VFK in the VW7-Y7. To assault that constellation would require SBUS onlined in 4 separate systems simultaneously. As the defender you know those 4 systems would be the beachhead on any given assault on sovereignty so naturally you'd consider cynojammers there. That's 4 systems where subcapitals would have their first brawls with advantage to the attackers as they would attack when the defenders are at their weakest. You know full well that taking out cynojammers can be a quick process.

Coordinating the dropping of SBUs and their immediate need for fuel to include adds a new level of complexity which, frankly, this game needs.

What I'd hope something like this would do is create more options for the defenders and opportunities for the attackers. I hesitated to include timeframes for how long a particular action, like hacking the SBU, would take because any number given would be seen by some as too short and others as too long. Needless to say, the attempt to hack the SBU from the moment you start the process until either you fail or succeed, should take a few minutes. A vigilant attacker would deal with the attempt while an attacker not paying attention would suffer the consequences. The results of either a hacking or jamming is still temporary, only interrupting any ongoing assault extending the time the attackers remain on field opening them up to counter attack.

Again..ebb and flow and more opportunities for fights.
Alavaria Fera
GoonWaffe
#96 - 2013-10-29 02:16:29 UTC  |  Edited by: Alavaria Fera
Since you need all of them, what you do is, start onlining a new cynojammer, just before it onlines (in whichever system works for you) jump in your big rifters and use it to kill the SBU. Then camp the gates.

This will stop any attacks dead against invulnerability. Ideally do this for each timer the enemy has. You probably should move your subcaps into the system in advance as well, this way you can 1. block the enemy and 2. do it from the safety of a probably heavily tidi-ed and bubbled up system where the enemy cannot jump or bridge in. (Jumpbridging reinforcements will still work, hopefully your staging system is one JB away and not also under tidi. Or it is the system you are defending)

oh 3. your sbu-killing and camping fleet will of course be avoiding the enemy's structure shooting fleet


Of course a smaller force ala Fweddit would be pretty stuck, but really who cares. It's not as if any major player would just cheapshot any timer and avoid fights unless extremely one-sided barrelshoots

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 ?

Freakdevil
Aliastra
Gallente Federation
#97 - 2013-10-29 02:31:26 UTC
SOV is the level 90 grind. Only for the hardcore people who have lots of free time.

Instead I think the concept should be scrapped and bring the fight to the Moons and Planets. Make the factories and refineries the target and make them destroyable in one go.

The barrier to playing the REAL null sec game is a massive time sink. Remove that and you will find the fight for 0.0 becomes a crazier fun time.

Oh and get rid of the permanent JBs. Instead make it deployable like a Bubble. Temporary and portable.
Alavaria Fera
GoonWaffe
#98 - 2013-10-29 02:44:56 UTC
Freakdevil wrote:
SOV is the level 90 grind. Only for the hardcore people who have lots of free time.

Instead I think the concept should be scrapped and bring the fight to the Moons and Planets. Make the factories and refineries the target and make them destroyable in one go.

The barrier to playing the REAL null sec game is a massive time sink. Remove that and you will find the fight for 0.0 becomes a crazier fun time.

Oh and get rid of the permanent JBs. Instead make it deployable like a Bubble. Temporary and portable.

More like collectively lots of "free" time.

Yes, the answer is to be a blobber. In fact, thanks to things like shield regen, you get increasing returns to scale, more people and less time per person is better than less people for more time, even before you recall that the enemy will try and intercept you.

Alternatively, find a way to motivate people. Getting enough people is a lot easier if you are, again, a no fun allowed never good fights blobber.

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 ?

Dracvlad
Taishi Combine
Astral Alliance
#99 - 2013-10-29 08:57:42 UTC
I think that the personal structures are a step in the right direction as long as they are properly implemented, they will enable people to continue fighting, but it needs more than that, on other threads on this subject people talked about the EHP of sov modules, some others looked at that aspect and also at the poorer systems that tend to have a TCU put in it and no activity apart from the odd site or exploration, the suggestion I liked was that if the NPC's are not kept down, in other words killed, the EHP of sov modules reduced, making a broad based assumption that the pirates were taking pot shots at the sov modules. When this was proposed certain people started getting upset about having to shoot NPC's, but you don't all it means is that your defences are downgraded unless you operate there. Furthermore the timer on the SBU should be reduced in relation to the assumed damage of the local pirates. What it means is that the smaller alliances have a chance to bring the required firepower in to flip the system in systems that have no activity. This means that those people holding space as buffers have to continue to work at keeping that space. No longer will it be a simple case of putting in a TCU and for extra security an IHUB, with this approach you have to maintain your control.

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp

Cytral
Perkone
Caldari State
#100 - 2013-10-29 11:57:32 UTC
Maybe make TCU's like beacons in FW. The online time only counts down if someone from the dropping corp and alliance is within a said vicinity of the beacon.

Apply same to SBUs

Discuss