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Proposal - Change for Sovereignty Mechanics

Author
Dr Cedric
Science and Trade Institute
Caldari State
#1 - 2014-05-24 06:48:02 UTC  |  Edited by: Dr Cedric
Firstly - I'm hoping this is in the right section, if not i suppose F&I would be the next best place.

Secondly, I truly do appreciate any feedback, but please read the whole of the first 4 posts. This is from a brainstorm about 2 weeks ago that has grown since then, and I have edited it a few times based on input from the post linked just below. Thanks for your time!

Thirdly, for a similar idea, please read this post and give your feedback

Proposal: Sovereignty Re-Work

Issue: Current Sov Mechanics are based on arbitrary structures (TCU, SBU, Outpost and IHUB) as well as timer-based PvP. A good description of the current state of gaining and losing Sovereignty can be found here https://wiki.eveonline.com/en/wiki/Sovereignty_guide. Its clear to see that this mechanism is a very simplistic way to look at sovereignty. Place structures, wait, pay ISK and get Sovereignty. Its also clear to see this system is arbitrary, clunky and is a great cause of the “blob.” If I need to defend a structure, I need to bring a big enough blob to out-shoot the bad-guy's blob. Not only that, but once/if I do beat the other guy's blob, I might need to spend hours repairing structures that have been damaged, which is quite honestly super boring. Not only that, but in order to actually blow up the other guy's structure, I MUST bring my own blob if i want it finished in less than 20 hours!

The idea of sovereignty, however is a fantastic driver of conflict in the Eve Universe. If I want to have an advantage over some other entity in null-sec, sovereignty is the way to do that. I can create better PvE content for my corp- and alliance-mates, I can create logistical short-cuts as well. But even the current state of sovereignty, with its levels of industry, military and surveillance seems arbitrary.

For example, if I have my guys mine enough ore, then I put up a structure, then pay enough ISK, I will magically create another, better place to mine ore. Then rinse and repeat to go up to my 5th level. Once there, I need not pay the initial fee again, and don't even need to maintain that activity level again. I might not see the biggest asteroid cluster until I do, but the arbitrary level is now set. I don't have to make an investment in the system again. Again, these are interesting ideas, but not quite satisfying.

Finally, the idea of a small entity (say 20-40 people in a single corporation) holding sovereignty in the current landscape of Eve is laughable. Not laughable because those 20+ characters don't have the skill or ability to take the sovereignty, but because its already gobbled up by the super-alliances and coalitions. The issue here is that the sovereignty was gotten with, quite simply, ISK and time, and the grind to take it is too hard for the small guy, or too time consuming for the large guy, or not worth the effort for everyone else. So, by default, the big guy gets the system sovereignty because he has the ISK and manpower to take it, and then doesn't have to put effort into keeping it. Once its taken, its taken. This is counter-intuitive to the risk/reward and diminishing returns paradigms that Eve Online holds to so strongly.

I am proposing an overhaul of current Sovereignty that is more fluid, has a better basis on player and corp and alliance activities as drivers of Sovereignty. I hope that this new mechanic will give rise to actual in-game mechanics to encourage small, medium, and large-sized fleets. That it will remove the dependence on structure-bashes, and add in new elements that include and expand upon the idea of PvP, PvE, and mobile structures. I also hope that it will truly make space-holding a task with its own pros and cons, creating an atmosphere of “take what I truly need” rather than “take what is there just because I can.”

Proposal:
The Tug-of-War idea of sovereignty seems to be a good idea here. However, a single dimension tug would be too simplistic. The “war” needs to be a war of activity. In simple terms, each activity that has a classification: mining, Ratting/Running anomalies, scanning/exploration, PvP, manufacturing (and other Industry activities), Planetary interaction; all need to be components of the tug-of-war. And the point of all of this tugging should be for Dominance, or control of the system. Each of these components should give the entity doing them control of information about the system.


The Tug-of-War should also be increasingly difficult to complete in order to 'level up.' In other words, if I want more dominance, or control of my system, I will need more corps/characters doing those activities that get me information. It is unreasonable to think that once structures are in place, that I should no longer need to put effort into keeping my sovereignty.

Next post -
The Break-down:

Cedric

Dr Cedric
Science and Trade Institute
Caldari State
#2 - 2014-05-24 06:48:18 UTC  |  Edited by: Dr Cedric
The Tug-of-War:
The new system of ownership would be that each activity that a character/corp/alliance does in a certain solar system adds to a pool of Sovereignty points for the system. The more, and more diverse activities that happen in a system, the more points a group in the system can accumulate. Each activity has a point amount for a given unit or type of that activity. Each activity has a cap on the total points that can be had in a day, and this cap is based on the class of that activity. The class of the activity is modified by certain structures (see below) online in the system. This is how better PvE, industrial and PI related activities are leveled up (similar to current sov level mechanics). This is also where determining how many people you want in your system, how much investment in each class improving structure the group can afford, and how much manpower you want to dedicate to defending this activity can play a role.

Based on a running 5-day average of points earned vs. the possible points based on system structures determines whether a group can upgrade their system. Higher system upgrades would allow better structure and outpost upgrades, which then allows for more points and further system upgrades. The point to note here is that not every activity available in Eve would NEED to be performed to upgrade the system; however, it would become increasingly difficulty to upgrade the system with only a few point earning activities happening in the system. Therefore the group that wants Sovereignty of the system needs to have players doing things in that system. Activities in other systems would not add to the point pool for the first system.

The attacker, in this case, is trying to decrease the point pool of the sovereignty holders of the system. This is accomplished in any number of ways. Certainly, blowing up the dominant entity's structures could play a part in this. So also should PvP activities play into this. Attackers would either negate sovereignty points by performing their own activities, or they would reduce the accumulation of points by the sovereignty holders. The attackers also have a point cap for a day, and their points can be modified in “class” similarly to the dominant force. More below.

In this way, the initial ownership of a system is decided by who is accumulating the most sov. points over a 5-day period. Once a minimum amount of activity has been performed and the necessary points earned, a group can claim sovereignty and can then reap the benefits of certain structures. Structures increase the available daily points, which could further solidify the dominance of the system. The attacker can only steal points from the sovereign force, and when the system is neutral (zero or negative points on average for the sovereign force) again, the attacker then must become the new dominant force, and therefore needs to accomplish the same tasks the original group had to accomplish in order to earn points and take system sovereignty.

And here is the key: full points will only be awarded for the specific class of activity. As an example, if I take a neutral system and earn enough points over the running 5 day average to upgrade the system to level two, then only class two activities will earn full points (for both the dominant force AND the attacking force). Lower class activities will net an exponentially decreased number of points toward the point pool.

Aggression by a more powerful attacking entity bringing in a significantly overbearing attacking fleet that is "out-classing" the sovereign group would be wasteful. In this situation, their aggression would not effectively negate points from the sov. holders. See more below on potential types of PvP point accumulation.

As well, the sovereign force cannot up their point total without also spending the time, resources and man-power to increase the various structure/system classes. Upgrading to higher classes of structures, but not taking (or not being able to take) full advantage of that upgrade will not effectively gain points.

In this way, smaller corps/alliances can hold a system, and have a modicum of insulation against a powerhouse blapping them out of the universe. Now they can net the benefits that a low class system can give to them, while larger entities can upgrade to higher classes for their benefits.

As for having dominance over entire regions of space, the necessary man-power and resources should be the ultimate example of diminishing returns and risk vs. reward. System/structure class will also play into this situation. For example, if a player group wishes to raise their system X to class 6, then every system that there is a gate to from system X must be upgraded to a specific class to allow this. The idea here would be certain high density systems or small clusters that have been upgraded with small to medium buffer zones of less upgraded space. Think of a castle/town center surrounded by farms and small cities.

Next up: Structures

Cedric

Dr Cedric
Science and Trade Institute
Caldari State
#3 - 2014-05-24 06:49:08 UTC  |  Edited by: Dr Cedric
Structures for Dominance:
The structures for dominance need to be more numerous, and more diverse. They also should only be one of the indices that determine system ownership. They should also NOT require dreadnaughts to destroy (in some cases). These structures should encourage small to medium scale assaults in lower class systems, and encourage larger fleets in higher class systems. These structures are not absolutely necessary to complete most types of activities for the sov. group, however they serve to multiply points earned and can add to the available daily point pool of a system.

Each structure is suited for the different activities a group wants to partake of. A group can upgrade structure for higher quality opportunities, or place more of the structures to increase volume, or both as system class allows. For example, several “scanning structures" placed throughout the system should reveal the location of anomalies, asteroid clusters and the like. These structures, once anchored would need some type of fuel to maintain their ability to relay information to those in the alliance/corporation. As well, these structures should be only moderately well defended. This increases the total available daily points, and discrete number/types of opportunities players have to engage in. To earn these points, players/groups would need to accomplish the specific task (kill this rat, do this much research, gather this much material) or accomplish generic tasks with specific ship/fleet/fitting or under specific circumstances. To reiterate, task that require specific circumstances to gain points would only reward those points when completed correctly. The task could have alternate means to be completed, but would then not give full credit, or possibly no credit at all.

The structures then create targets of opportunity that have a real meaning for the system owners to defend. They should be only moderately difficult to replace, but then also only moderately difficult for the appropriate sized attacking force to overwhelm if undefended. Again, this means that a system owner needs participation from corps/allies in the system to defend the structure in order to maintain the point multiplier and opportunity generator.

As structure number and class improve, so too does the total available daily points for that activity improve. As well, this gives attackers more points to steal. For a quick example, lets say a class four structure generates 100 sites, each worth 10 Sov. Points once completed (1000 points total if fully used). For the attacker, this target structure would net, say, 800 negative points. So then, if the system owners fully utilize that array, they will offset the potential loss of points if it is destroyed. On the other hand, if the system cannot/does not support the full utilization of that array, then the attacking force could possibly net enough points to reduce the point pool. Depending on the total number of points available over a day, the activity of both the sovereign and attacking entities, and the length of the attack, dominance could shift rather quickly.

Structures should be not necessary for every activity, but should benefit all of them and be a requirement for a few. The list of discrete activities is exhaustive and I can't list it here. Suffice to says that system class should allow each of those activities to improve, but the placement of the appropriate structure should make that activity much more rewarding and facilitate more of that activity. The more diverse the structure base, the more diverse the activity base and the more individuals a single system can theoretically support, given that all of those individuals are active enough to maintain the necessary point total for a given sov level.


For the Attacker:

For the attacking party, sovereignty is trying to be taken from the system owner. Points earned by the attacking party work toward reducing or negating the dominance points earned by the system owners. PvP activities would be the primary means of the attacker earning points. However, as described earlier, the System level would dictate what types of engagements would net the most points. Structures for the attacker would expand these "rules of engagement" to a certain degree.

In other words, only specific targets/tactics would net points for the attacker, again based on system class and the structures the attackers have placed. In this case, if an attacking force truly is trying to take over a system of a specific class, the system owner (rightly so) would have a small say in dictating engagements. Again, this drives different scales of conflict. If the attacker is truly making a push for system sovereignty, the system owner MUST respond and maintain activity, otherwise they would face losing system class and dominance by lack of activity.

If the attacking force, on the other hand, was simply roaming for kills, then their engagements might not have any significant influence on the system point pool at all, especially if the fleet composition is not aligned with the system class, or if their attack is transient and point total averages toward nothing.


Next post -
Losing Sovereignty and a quick example, to hopefully help this make sense:

Cedric

Dr Cedric
Science and Trade Institute
Caldari State
#4 - 2014-05-24 06:53:48 UTC  |  Edited by: Dr Cedric
Losing sovereignty in this scheme happens in a few ways:

Attrition - An attacking force minimizes the points earned by the sovereign force in a siege fashion. The owners are unable in this case to earn enough points over the 5 day running average to maintain a system's sov. level. As the sov level decreases, structures that are based on that level will be forced offline/inactive/incapacitated, however they need not be destroyed. Once the point pool reaches the minimum required to claim the system (which could take as few as 4-5 days, or much more, depending on tactics) the system is now unclaimed and the process for taking sovereignty begins anew.

Demolition - An attacking force destroys all/some of the sov. level dependent structures in a system. This decreases the sovereign's available daily point pool, and even if they do maintain activity, they cannot earn enough points over the 5-day running average to maintain sovereignty at a given level unless they can muster enough resources to re-launch the structure(s). Depending on how many/which structures are destroyed, activity level by both, and points earned by either side, sovereignty could be reduced or eliminated. Once the sovereign daily point total reduces to less than the minimum required to claim sovereignty, the system is now unclaimed and the process starts again.

Transfer - An attacking force (for lack of a better term) purchases a system for a certain amount. Corp/allied structure ownership is transferred to the attacking force, who is now able to accumulate sovereignty points.

As far as accumulating points is concerned, the various PvE activities available in Eve can be put to metric and would be easy to derive appropriate point gains for each activity. I'll list a few examples for illustration:

Research a BPO 1 level (ME/PE or whatever the new scheme will be named) = gain points
Refine a certain volume of ore in a station = points
produce a certain type/number of module/ship = points
destroy a certain ISK value of rats in an anomaly = points
Mine a certain volume of ore = points
Perform certain reactions or activities that are POS based = points
successfully scan/locate a specific anomaly = points

Not only that, but PvP activities could also be classified

kill any ship class solo = points
kill any ship class w/ a smaller ship class solo = more points
kill a certain ISK value of ships (based on killmail) = points
repair a certain # of shield/armor/structure HP on any ship while PvP timer is on = points
POS online for a certain number of hours = points
Destroy any non-allied, non-corporate structure in system = points


The list can go on. The benefit of having sovereignty is that you can anchor a structure which will increase the value of the activity (as far as earning sov. points is concerned), and increase the amount of available points, to allow you to earn enough points to get to the next sov. level.

Sov. level multipliers would be ((sov. level x 0.5) + 1), Structure multipliers would be ((struct. level x 0.25) + 1)
and points would be determined by Sov. Multiplier x Struct. Multiplier

The example of increasing the value of these activities with structures and sov. level would look like this. Point accumulation would then be determined by how much activity is being done, its native point value, and the multipliers applied to it.

Up next: Calculations!?

Cedric

Dr Cedric
Science and Trade Institute
Caldari State
#5 - 2014-06-12 06:57:11 UTC  |  Edited by: Dr Cedric
Sov. Level..........Multiplier...........Structure Level......Multiplier.........Total multiplier
1..........................1.5................................0.....................1..........................1.5
1..........................1.5................................1.....................1.25....................1.875
2..........................2...................................0.....................1..........................2
2..........................2...................................1.....................1.25....................2.5
2..........................2...................................2.....................1.5 ......................3
3..........................2.5................................0....................1..........................2.5
3..........................2.5................................1....................1.25....................3.125
3..........................2.5................................2....................1.5.......................3.75
3..........................2.5................................3....................1.75....................4.375
4..........................3...................................0....................1..........................3
4..........................3...................................1....................1.25.....................3.75
4..........................3...................................2....................1.5.......................4.5
4..........................3...................................3....................1.75.....................5.25
4..........................3...................................4....................2.......................... 6
5..........................3.5................................0....................1..........................3.5
5..........................3.5................................1....................1.25....................4.375
5..........................3.5................................2....................1.5.......................5.25
5..........................3.5................................3....................1.75....................6.125
5..........................3.5................................4....................2..........................7
5..........................3.5................................5....................2.25....................7.875

Note: recall the decreasing point accumulation for "low-class" activities. In such a case, point totals would not get a multiplier. For example, a class 3 activity in a class 4 system would only net the native point value, with no multiplier.


Furthermore, Sov level should definitely be based on the absolute value of system security, in that the lowest security systems should have need to accumulate more points than higher security systems. As an example:

B = base number of Sov Points needed to claim a system.
B = Absolute value of system security level x 1000

So a system with sec. of -1.0 would require 1000 points to claim sov., a -0.1 system would need 100 points.


and the following equation would describe how many points are needed to attain the next sov. level

Points req. for next level = B x ((10B)current sov. level^(current sov. level +1))

That equals:
10M SP to go from sov 1 to sov 2
80M for sov 2 to 3
810M for sov 3 to 4
and 102.4B (with a B) for sov 4 to 5

assuming a 6th sov level 1.563T (with a T) points would be needed

So the investment in higher sov systems would require a significant investment of time, players resources and logistics to accomplish. In other words, Activity will get you sovereignty, but you have to be willing/able to pay for it and defend it.

Another point to make here would be in regards to the number of structures that could be placed. In this scheme, there is no hard limit on the number of discrete deployable structures that are tied to point multipliers. Each individual could launch an independent structure to gain himself points. Corps could do the same to gain points for their members, and alliances as well. Each bigger structure would only yield better defenses on the structure and would cost an exponentially larger amount to produce and maintain, but not give any improved point multiplier. This gives opportunity for smaller scale attacks on less organized groups, and the opportunity for large scale attacks for larger groups.

Attacking structures will follow the same multiplication bonus (in other words, if the attack is worth 100 points, those points are multiplied by the sov*structure multiplier and subtracted from the point pool), This could allow for Guerilla tactics on the part of the attacker to steal points from the sov. holder.

In regards to Moon Mining:
In this scheme, a moon containing valuable materials can still be mined, however at different efficiencies based on mining structure (which would be based on system sov level). Any number of mining structures could be anchored to the moon in question, however, there would also be a PI-like effect diminishing returns if the density of miners becomes too high.

Finally, in regards to sovereignty needs in the current game: Super Capitals and Titans would still have a place in this scheme, only the production of these beasts would come at a much higher cost. The story-line can be written however one wants, but the mechanic would be that only a Level 5 system could possibly house all of the logistics and materials needed to build a Titan, and a level 4 system for a Supercarrier. Dreads would be level 3, carriers level 2, all other ships (including Capital industrials) would be level 1.

Thank you for reading, and please comment below!

Cedric

Dr Cedric
Science and Trade Institute
Caldari State
#6 - 2014-07-03 06:19:50 UTC
A quick bump as I've updated and cleaned up the post. Thanks for the read!

Cedric

Dr Cedric
Science and Trade Institute
Caldari State
#7 - 2014-08-05 19:34:55 UTC
Another bump, as the sov thread in F and I is still going strong. Thanks for the read

Cedric

Eldwinn
Deep Core Mining Inc.
Caldari State
#8 - 2014-08-07 17:46:52 UTC  |  Edited by: Eldwinn
+1.

I disagree on the point regarding the super capitals. Super capitals are an issue period. Unfortunately dread blobbing or dropping your own supers is the the only way to kill a super at the moment. Minus of course tackle being HIC. This leaves CCP to either increase the production of super capitals to counter the existing supers or introduce a new set of mechanics/ content to effectively kill supers.

SOV changes in general will only enrage those who have it. Possibly why no one has commented on this thread or that it is extremely long of a post. Persons do not like to lose power. Which this is targeting. I will say that this model seems awfully close to what FW currently supplies to the game.
Dr Cedric
Science and Trade Institute
Caldari State
#9 - 2014-08-07 18:47:40 UTC
Eldwinn wrote:
+1.

I disagree on the point regarding the super capitals. Super capitals are an issue period. Unfortunately dread blobbing or dropping your own supers is the the only way to kill a super at the moment. Minus of course tackle being HIC. This leaves CCP to either increase the production of super capitals to counter the existing supers or introduce a new set of mechanics/ content to effectively kill supers.

SOV changes in general will only enrage those who have it. Possibly why no one has commented on this thread or that it is extremely long of a post. Persons do not like to lose power. Which this is targeting. I will say that this model seems awfully close to what FW currently supplies to the game.


Prior to writing this thread, I had no idea how Faction Warfare Sov fights went. As I read through FW info, i realized how easy it would be to implement the same idea, just with different structures, timers, and multipliers.

Thanks for the read (all 5 pages of it!!!)

Cedric

Lucas Kell
Solitude Trading
S.N.O.T.
#10 - 2014-08-11 10:35:28 UTC
I promise I'll read the whole thing later, but just skimmed bits here and there, is the tl;dr for this an activity based sov? So use it or lose it kind of thing?

If it is, how would you overcome a large group being able to hellcamp a group out of sov?
Also, how would you deal with sitaution where groups just take the key systems and leave the pipes sovless? No small group could take that sov, since it would be logistically impossible to live in a space between 2 systems owned by a coalition.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Dr Cedric
Science and Trade Institute
Caldari State
#11 - 2014-08-12 23:19:06 UTC  |  Edited by: Dr Cedric
Lucas Kell wrote:
I promise I'll read the whole thing later, but just skimmed bits here and there, is the tl;dr for this an activity based sov? So use it or lose it kind of thing?

If it is, how would you overcome a large group being able to hellcamp a group out of sov?
Also, how would you deal with sitaution where groups just take the key systems and leave the pipes sovless? No small group could take that sov, since it would be logistically impossible to live in a space between 2 systems owned by a coalition.



Yes, TL;DR - This is a sov based on you use it, or you lose it

The mechanic I've included in this scheme is that a larger group trying to take sov from the system owners have to play by the owners' rules. In this case, losing sov points (or gaining attacker points) can only occur if the attacker participates in activities that are based on the "Class" or sov level of the system. Sitting with 20 titans and 50 Super's blapping everything out of existence does not gain the attacker any points (or cause the sov holder to lose any points) unless the class of the system supports the owner's use of the same ships. In that case, you'd need the Titans/Supers in order to break the activities of the System owners.

You'll also have to remember, the attackers had to get their system sov to the level that they can make/use Supers and Titans. And if they've all run off to attack your system, then they are defenseless.

I'm sure that there are some intricacies that I haven't figured out, but at least thats the idea I'd like to see happen.

As far as pipes are concerned, if a group only takes "key" systems and leave empty space, they'll only have a small ability to upgrade the system they've taken. In this way, another group could push through the key system to take up residence in an adjacent system. This is actually a way to limit a different groups push to increase Class (sov level) because you need adjacent systems at a certain Class in order to upgrade the "main" system to a higher class

Thanks for the questions and the read!

Cedric

Lucas Kell
Solitude Trading
S.N.O.T.
#12 - 2014-08-14 18:30:43 UTC
Dr Cedric wrote:
The mechanic I've included in this scheme is that a larger group trying to take sov from the system owners have to play by the owners' rules. In this case, losing sov points (or gaining attacker points) can only occur if the attacker participates in activities that are based on the "Class" or sov level of the system. Sitting with 20 titans and 50 Super's blapping everything out of existence does not gain the attacker any points (or cause the sov holder to lose any points) unless the class of the system supports the owner's use of the same ships. In that case, you'd need the Titans/Supers in order to break the activities of the System owners.

You'll also have to remember, the attackers had to get their system sov to the level that they can make/use Supers and Titans. And if they've all run off to attack your system, then they are defenseless.
OK, so say a small group had and levelled a system. A large group then moves a fleet in and camps them for an extended period of time. Surely that act alone, preventing the owners from continuing to use their system would reduce their hold on it. Then again, a larger group could just bring the right class of ship for the system, just in numbers that blot out the sun and nuke the system into submission. They wouldn't then need to hold it, they could just cause enough disruption to make sure that nobody wanted to live there.

Dr Cedric wrote:
As far as pipes are concerned, if a group only takes "key" systems and leave empty space, they'll only have a small ability to upgrade the system they've taken. In this way, another group could push through the key system to take up residence in an adjacent system. This is actually a way to limit a different groups push to increase Class (sov level) because you need adjacent systems at a certain Class in order to upgrade the "main" system to a higher class
I see, so it would promote holding clusters of systems I supposed, but it would still be pretty impossible for a small group to hold systems between clusters. It also then raises the question, does that mean that a small group that can only hold a system or two would be unable to grow a system to the max level? Surely they would be better served to just rent from a group which can push and hold max level, much like they do now.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Dr Cedric
Science and Trade Institute
Caldari State
#13 - 2014-08-14 21:41:42 UTC  |  Edited by: Dr Cedric
Quote:
OK, so say a small group had and levelled a system. A large group then moves a fleet in and camps them for an extended period of time. Surely that act alone, preventing the owners from continuing to use their system would reduce their hold on it. Then again, a larger group could just bring the right class of ship for the system, just in numbers that blot out the sun and nuke the system into submission. They wouldn't then need to hold it, they could just cause enough disruption to make sure that nobody wanted to live there


True, but that can happen in any system even now. This Sov mechanic isn't designed to remove that particular war tactic, its designed to force system owners to use their system in order to own it, rather than the current "pay for it once and keep it forever" mechanic.

Quote:
I see, so it would promote holding clusters of systems I supposed, but it would still be pretty impossible for a small group to hold systems between clusters. It also then raises the question, does that mean that a small group that can only hold a system or two would be unable to grow a system to the max level? Surely they would be better served to just rent from a group which can push and hold max level, much like they do now.


Also true. The point here is that if you WANT to have a small group, then you can expect to be able to grow to a certain amount (space-territory wise). If you want more territory, then you'll HAVE to form a bigger group in order to support the space that will then support you.

It doesn't bother me (personally) that Goons have figured out a way to run a 12k person coalition. It does bother me that they've gobbled up all the space in the game. I'm in favor of a mechanic that can scale up and support as many people in the system as are willing to work for it.

Cedric

Lugia3
Federal Navy Academy
Gallente Federation
#14 - 2014-08-14 22:48:34 UTC
Remove sov completely. See my signature.

"CCP Dolan is full of shit." - CCP Bettik

Lucas Kell
Solitude Trading
S.N.O.T.
#15 - 2014-08-15 09:29:39 UTC
Dr Cedric wrote:
True, but that can happen in any system even now. This Sov mechanic isn't designed to remove that particular war tactic, its designed to force system owners to use their system in order to own it, rather than the current "pay for it once and keep it forever" mechanic.
I think that's what needs to change though. For the little guys to stand a chance, there need to be some way to make it less worthwhile to troll them out of their space. It doesn't really matter if someone owns the space or it is unclaimed if one group can still push everyone else out of it. I think this change would lead to people clustering their activity, but still dominating large areas of space, especially since renters would still be feasible. A 30k coalition would have no troubles smashing out the activity to hold all the space they need at the same time as bullying people out of their space.

Dr Cedric wrote:
It doesn't bother me (personally) that Goons have figured out a way to run a 12k person coalition. It does bother me that they've gobbled up all the space in the game. I'm in favor of a mechanic that can scale up and support as many people in the system as are willing to work for it.
Do you think your idea would change that though? The coalitions could still gobble up the space. Realistically the idea needs to be adapted, so that there's no reason to bully people out of their space. Just off the top off my head, and by no means well thought out, but perhaps it could scale reward based on average regional levels as well (regardless of owner), and scale base on the average owner level. This way, it would encourage people to try to hold all of their space at a high activity level (preventing the "hold these system at a minimum level to stop others using it" issue), as well as encouraging multiple owners in the same region to allow each other to prosper. That said, it would likely just result in those groups being absorbed into the coalitions and creating even bigger blue doughnuts.

It's definitely a tough problem. I think force projection needs to be looked at at the same time as any sov change.

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Lilly Naari
Enclave Security Forces
#16 - 2014-08-29 10:38:03 UTC  |  Edited by: Lilly Naari
I like all of this, but I think you are missing one key part (and let me know if I simply missed it)

"Inactivity in a system" Should degrade the system back to Non-Sov, after that same 5 day period (Or the level below whatever it is currently at if that same levels requirements are not met every 5 day period). If The SoV requirements are not met continuously every single 5 day period.

Otherwise you end up with the same problem of AFK empires simply doing what is needed to get SoV 1 in a system and then simply ignoring it.

There needs to be a severe threat of losing your system if you are not "useing it". Keeping SOV should be a LOT of work in every aspect. Currently it's just a Joke about who can pay the most ISK to the nether gods of CCP.
Dr Cedric
Science and Trade Institute
Caldari State
#17 - 2014-08-29 16:39:53 UTC  |  Edited by: Dr Cedric
Quote:
I like all of this, but I think you are missing one key part (and let me know if I simply missed it)

"Inactivity in a system" Should degrade the system back to Non-Sov, after that same 5 day period (Or the level below whatever it is currently at if that same levels requirements are not met every 5 day period). If The SoV requirements are not met continuously every single 5 day period.

Otherwise you end up with the same problem of AFK empires simply doing what is needed to get SoV 1 in a system and then simply ignoring it.

There needs to be a severe threat of losing your system if you are not "useing it". Keeping SOV should be a LOT of work in every aspect. Currently it's just a Joke about who can pay the most ISK to the nether gods of CCP.


I mentioned in the 1st or 2nd post that the system level is based off of a 5-day rolling average of system points gained (by activity) compared to the max possible number of points that the system could support. The max number of points is determined by what level-dependent structures are placed that serve to increase the available content producing opportunities (either increasing the value of each opportunity, or the total number of opportunities).

System levels are lost/gained by passing certain thresholds of the points gained/points available ratio.

Quick example: (point values are theoretical...too early for math and cross referencing my other posts!!!)
System level 4, total available points: 2M
If the system dwellers gain 1.5M points on average for the 5 day rolling period they keep their sov level
If the system dwellers gain 1.8M points on average for the 5 day rolling period they are eligible to increase system level
If the system dwellers gain only 1M points on average for the 5 day rolling period, they lose a system level, and the structures that were placed that depend on the system level are offlined (the workers go on strike?).

New "downgraded" system:
System level 3, total available points (because structures were forced offline) is now 1.25M points.
If the dwellers can maintain their 1M points per day average, then they will keep level 3. If activity continues to decrease, then each new day would have a decreased activity/available ratio, causing either maintenance or loss of level.

Without doing some spreadsheet calculations, this would cause System level to drop (possibly) daily over the course of 5 to 10 days (depending on how steep the stop in activity is) until the system level is 0 and the system is back to neutral.

This also gives the defender the ability to resist an activity siege. As long as activity level is maintained to a necessary minimum, the system level won't decrease, or will require a bigger investment by the attacker to steal system points.

Hope this explains things a bit. Thanks for the bump!

Ced

Cedric

Bugsy VanHalen
Society of lost Souls
#18 - 2014-08-29 16:48:24 UTC
I like the idea's, but it seems to me a little over complicated, and would still allow blob warfare to domitate.

Personally I do not see any way of addressing blob, or numbers win, issue we currenty have in null. this is basically how civilization works. the most power enities win, those looking for security join those enities, making them even bigger and more powerful.

We see this even in the real world. In fact if it wasn't for human morality, and human rights affecting the powers that be, it would continue until there was only one super powerful entity ruling the entire world. we do not have those things holding us back in a game. we are free to be as evil or imoral as we wish, with no morality or fear of punishment.

EVE is a game, not the real world. people play to have fun, world peace thru dominace is not a good thing in a game based on warfare and fighting. Such a state is not fun in a PVP centric game.

Sov definently needs a rework, but I believe smaller steps addressing one issue at a time would work better. A massive single change like described in to OP would hit current sov holding enties like a huricane causing more destruction and collapse than repair. That could be a good thing, or it could be the end of EVE as players quit after seeing all they worked for collapse. However, if done in small steps, over several updates, allowing players to adapt to each change before getting hit by the next would be the best course of action.

The most crucial step, at least in my opinion is the issue of all the sov held space that is not used. That is starting to change on its own, with more power blocks now renting out unused space. But this does nothing to curb the power of those coalitions, and does not take the space out of their control. Why are they able to hold space they do not use in the first place? The OP's idea could solve this, but a much simpler system could be implemented much easier. Based on a system we already have. I believe the last sov rework was a step in the right direction, it just needs a few more iterations. it is like the changes were never finished.

We already have a system where indexes degrade in low activity systems. but they degrade down to 1, and that is all, sov is still held. What if indexes continued to degrade right to nothing. And once all indexes reached zero, all SOV structures would automatically offline and SOV would be lost.

These structures would still need to be destryed before new ones could be anchored. Which brings me to the next point. I beleive all structures in the game should have most of their EHP in sheilds, not in structure. And when they go offline shields should drop to zero. How is a sheild maintained without power? It shouldn't If you own a structure, it is your job to keep it online, if you don't, it should not be as hard to destroy as an online structure. This goes for all anchored structures, including starbases. if you let your structures go offline, they should not auto unanchore, or be available to steal, at least not without significant effort, but they should be way easier to destroy that when they are online.

With these changes Sov holding enties would automatically lose systems they do not use. As enties grow and become more powerful, they will push to claim better systems. As they do so, older less valuable system will fall into disuse, and eventually sov will be droped. Sov entities will remain the size needed to sustain their population, not the size they can actively defend with their blob fleet. The boarders may constanly move as better systems are claimed and useless systems are droped, but the size, or number of systems they hold will be dependant on their member based, and activity.

As new enities enter null sec, claiming these abandoned systems, they will slowly grow in size and power, and move into better systems, they will die off, or they will be absobed by larger groups. Either way those entry level systems will be opened up for new groups to claim.

It is very true that this would not elinimate the ability of coalitions to dominate, these new small enities could be forced to either join a coalition, or become targets for their PVP roams. However, with this system you can not simply join a coalition, and go use their space leting your home systems go idle. If you do so Sov will be lost. new groups joining the coalition are not going to be happy staying in these crap systems while their brothers are making 5 times as much in their better systems. If they suport to coalition, they will want to be rewarded with better space. it wil be much more difficult for coalitions to keep underlings happy. This will cause a great amount of instability in those coalitions. If you want to live an rat in the good systems, you will have to earn member ship into the alliance that holds them, not just be in the same coalition.

This will likely cause the size of corportations and alliances in null sec to grow, and the popularity of coalitions to fall. But no matter how the ball bounces, groups will not be able to hold SOV in systems they do not use.

Two very simple fixes to make this happen.
-Allow SOV to degrade to the point of SOV ihubs and TCU's going offline on their own.
-And slightly revamp structures so sheilds or at least resists, are gone when the structure is offline. making structure bashing of abandoned strutures much easier.

This will not sovle near all the problems with nul sec SOV, but would be a very big step in the right direction, at least in my opinion.
Bugsy VanHalen
Society of lost Souls
#19 - 2014-08-29 17:19:49 UTC
Lucas Kell wrote:
Do you think your idea would change that though? The coalitions could still gobble up the space. Realistically the idea needs to be adapted, so that there's no reason to bully people out of their space. Just off the top off my head, and by no means well thought out, but perhaps it could scale reward based on average regional levels as well (regardless of owner), and scale base on the average owner level. This way, it would encourage people to try to hold all of their space at a high activity level (preventing the "hold these system at a minimum level to stop others using it" issue), as well as encouraging multiple owners in the same region to allow each other to prosper. That said, it would likely just result in those groups being absorbed into the coalitions and creating even bigger blue doughnuts.

It's definitely a tough problem. I think force projection needs to be looked at at the same time as any sov change.

Yes, that is possible, but to "hold these system at a minimum level to stop others using it" under the OP's idea, would require your members to participate in these activities in a lower class system, when they could be doing the same, with higher rewards in their home system.

Who is going to want to rat, or mine, or run a POS in enemy teritory just to slow their claim to sov? Not when they can make much more doing those activities at home.

Not to mention, spending time preventing smaller groups from claiming sov, takes time away from the activities needed to upgrade your own systems. This system th OP describes, your activity in you own systems is what keeps those systems at a level that suports your member base. If your members are off pesering other smaller groups, your home systems will suffer due to the drop in activity there.

What you say would be possible, but you would be hurting your own system, by not getting point their, while you are off preventing someone else from gaining points in their home system.

These smaller groups trying to claim systems you have not bothered with will generate a lot of smaller scale PVP, which is one thing current null sec is really lacking. even if they get stomped out, at least the targets will be there. As long as you do not stomp to hard, it would bring small scale PVP in large volumes, back to SOV null sec.
Dr Cedric
Science and Trade Institute
Caldari State
#20 - 2014-08-29 18:55:50 UTC
Bugsy VanHalen wrote:
Lucas Kell wrote:
Do you think your idea would change that though? The coalitions could still gobble up the space. Realistically the idea needs to be adapted, so that there's no reason to bully people out of their space. Just off the top off my head, and by no means well thought out, but perhaps it could scale reward based on average regional levels as well (regardless of owner), and scale base on the average owner level. This way, it would encourage people to try to hold all of their space at a high activity level (preventing the "hold these system at a minimum level to stop others using it" issue), as well as encouraging multiple owners in the same region to allow each other to prosper. That said, it would likely just result in those groups being absorbed into the coalitions and creating even bigger blue doughnuts.

It's definitely a tough problem. I think force projection needs to be looked at at the same time as any sov change.

Yes, that is possible, but to "hold these system at a minimum level to stop others using it" under the OP's idea, would require your members to participate in these activities in a lower class system, when they could be doing the same, with higher rewards in their home system.

Who is going to want to rat, or mine, or run a POS in enemy teritory just to slow their claim to sov? Not when they can make much more doing those activities at home.

Not to mention, spending time preventing smaller groups from claiming sov, takes time away from the activities needed to upgrade your own systems. This system th OP describes, your activity in you own systems is what keeps those systems at a level that suports your member base. If your members are off pesering other smaller groups, your home systems will suffer due to the drop in activity there.

What you say would be possible, but you would be hurting your own system, by not getting point their, while you are off preventing someone else from gaining points in their home system.

These smaller groups trying to claim systems you have not bothered with will generate a lot of smaller scale PVP, which is one thing current null sec is really lacking. even if they get stomped out, at least the targets will be there. As long as you do not stomp to hard, it would bring small scale PVP in large volumes, back to SOV null sec.


Thanks for putting words to the concept!!! This is a good way of explaining the idea behind my proposal. Stay at home and make ISK in your own systems, or spend time and resources harassing/attacking another group! Sounds like content to me :)

Cedric

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