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Player Features and Ideas Discussion

 
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Improve Hi Sec Wars

First post
Author
Velenia Ankletickler
Silverflames
#61 - 2014-05-30 16:42:51 UTC
Velicitia wrote:
It's important that neutrals can join in -- because fighting dirty is kind of "the point" (see: hot drops)
It's not important whether they can do so defensively -- it just happens to be the only way to not get Concordokken.


If it is important that neutrals can join in, then why is a destroyer that opens fire on the one part of the duel concorded?
Kaarous Aldurald
Black Hydra Consortium.
#62 - 2014-05-30 16:44:59 UTC
Velenia Ankletickler wrote:
Velicitia wrote:
It's important that neutrals can join in -- because fighting dirty is kind of "the point" (see: hot drops)
It's not important whether they can do so defensively -- it just happens to be the only way to not get Concordokken.


If it is important that neutrals can join in, then why is a destroyer that opens fire on the one part of the duel concorded?


Because actual offensive modules are what triggers CONCORD. Are you seriously unaware of that?

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Daichi Yamato
Jabbersnarks and Wonderglass
#63 - 2014-05-30 17:24:37 UTC  |  Edited by: Daichi Yamato
Velenia Ankletickler wrote:

How is anything I have suggested makign for less engaging wars in anyway?

Sure, some wars might not happen if there is suddenly risk for the aggressor, but Eve isn't about risk free.

i wasnt taking it as a serious suggestion.

The idea was so biased towards defenders i took at as a knee jerk suggestion to make war decs horrible enough that no one would use them. Wars shouldnt be difficult nor biased towards the defender, they allow each corp to attack eachother on equal footing, its has nothing to do with the wardec mechanic itself that attackers are often better prepared than defenders. Thats an issue with the defender for not being prepared for what is a very significant part of this game. Thats why people tell u that its ur own fault.

Imagine playing a game of Civ and not preparing for the possibility of war, then claiming the mechanic is broken because u got war decced by another nation. U'd be told its your own fault there too.

ur idea is riddled with issues.

it forces war decs to go on until someone wins, all the while the aggressors are also forced to pay for it. Winning is arbitrarily determined by either the defenders fail cascading or the attackers withdrawing the dec. But not all decs are about fail cascades. There is no way to make an 'i win' scenario for the attackers in a sandbox, they dec for whatever reason they like, thats the point of the sandbox.

What if ppl were leaving the defending corp anyways? They lose the war for something that would have happened dec or no dec? How would u stop corps bumping up their numbers with empty alts to make sure they can never lose a dec and are guaranteed that 100mil?

the idea will never work as u intend it. its entirely unworkable.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

SurrenderMonkey
State Protectorate
Caldari State
#64 - 2014-05-30 17:42:07 UTC  |  Edited by: SurrenderMonkey
Kaarous Aldurald wrote:


Because actual offensive modules are what triggers CONCORD. Are you seriously unaware of that?


I'm sure they were aware of that. I think the contention is that the rules are inconsistent. Yes, right now, "offensive modules" are the only thing that triggers CONCORD, but that rule is fairly arbitrary given that defensive modules can represent just as much (or more) of a detrimental action against an opponent that could not otherwise be engaged.

Quote:
It's important that neutrals can join in -- because fighting dirty is kind of "the point" (see: hot drops)


It's a bit apples and oranges: Hot Drops, etc., however, are limited to areas of space where there are no significant rules of engagement. By contrast, high-sec has very structured rules of engagement.

Quote:
It's not important whether they can do so defensively -- it just happens to be the only way to not get Concordokken.


So, again, we're basically back to a loophole that only exists because the Crimewatch response is arbitrarily assigned to the type of module activation, instead of to the nature of the interaction with the players involved.

Quote:
I don't particularly care if logi are forced into corp ... but the OP's idea of "well, they don't have a valid reason to be helping that neutral-to-them pilot who happens to be my WT, so they should get Concordokken" is terrible.


I don't see any compelling reason why it's really that bad. If the "neutral" showed up in a Battlecruiser and started "helping", they would get Concordokken - If they show up in a Guardian, they don't because... reasons.

When pressed, everyone eventually seems to admit that neutral logi isn't really "good", but they resist getting rid of it anyway. The last-line-of-defense, fallback objection is generally, "But it breaks incursions," but I have yet to see anyone put forth a scenario in which it breaks incursions that couldn't be trivially resolved through the safety and existing Crimewatch mechanics.

"Help, I'm bored with missions!"

http://swiftandbitter.com/eve/wtd/

Paul Panala
School of Applied Knowledge
Caldari State
#65 - 2014-05-30 17:43:52 UTC  |  Edited by: Paul Panala
I would like to see high sec wars improved too but what you suggest changes very little. I do feel like neutral logi is unfair (this coming from someone who was a high-sec war dec'er and used a neut logi alt). But fixing logi and changing the cost structure of a war will not make wars more interesting.

Wars needs to have some kind of mechanic to force people away from gates and stations to get interesting fights. There should also be a way to win/lose a war beyond the ISK lost count. I suggested long ago that the aggressor construct a war hub in a high-sec system of their choosing (instead of paying 50M), the war hub would only be a legal target for those at war with that corp. Once the anchored it would consume supplies costing about 50M per week. The war would end once the hub runs out of supplies or is destroyed.
Kaarous Aldurald
Black Hydra Consortium.
#66 - 2014-05-30 17:46:40 UTC
SurrenderMonkey wrote:
Kaarous Aldurald wrote:


Because actual offensive modules are what triggers CONCORD. Are you seriously unaware of that?


I'm sure they were aware of that. I think the contention is that the rules are inconsistent. Yes, right now, "offensive modules" are the only thing that triggers CONCORD, but that rule is fairly arbitrary given that defensive modules can represent just as much (or more) of a detrimental action against an opponent that could not otherwise be engaged.


What matters is that they do not represent an overt attack.

That is what CONCORD is concerned with, nothing more, and most importantly nothing less.

That's why suspect flags are a thing after all. I mean, if they're repping the opposing war targets in a fight then you can shoot them immediately, it is functionally the same thing.

The only difference is that if you didn't do your homework they took you by surprise.

That's it. That's what people rail against, effort.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

SurrenderMonkey
State Protectorate
Caldari State
#67 - 2014-05-30 17:56:03 UTC  |  Edited by: SurrenderMonkey
Kaarous Aldurald wrote:


What matters is that they do not represent an overt attack.

That is what CONCORD is concerned with, nothing more, and most importantly nothing less.


The impact is identical, however. And let's leave the RP-fairy arguments alone: Everyone knows those are ultimately malleable if they need to be altered for mechanical reasons, so talking about what Concord is "concerned" with is ultimately pointless. From a design perspective, CONCORD is just the enforcement mechanic of structured rules of engagement for high-sec, and nothing more.

Quote:
That's why suspect flags are a thing after all. I mean, if they're repping the opposing war targets in a fight then you can shoot them immediately, it is functionally the same thing.

The only difference is, if you didn't do your homework they took you by surprise.

That's it. That's what people rail against, effort.


You won't get an argument from me about people railing against "effort", and I think you're probably familiar enough with my positing history to know that - I just don't think it's applicable here - or, at least, it's not *always* applicable here. The OP does reek of carebear a bit, but there is absolutely a legitimate argument about the ROE being lopsided with respect to neutral reppers.

All other "combatants" in a war become engageable at undock-time. Neutral reppers become engageable at module-activation. The disparity in risk is quite obvious, and the response options for neutral logi are, as a consequence, comparatively limited. You can't preempt them - you can only react, after they choose to enter the engagement. Sure, if you do your homework you can "plan ahead", but you're still artificially limited in how you can respond to them to actions taken AFTER they start repping.

"Help, I'm bored with missions!"

http://swiftandbitter.com/eve/wtd/

Daichi Yamato
Jabbersnarks and Wonderglass
#68 - 2014-05-30 17:59:44 UTC
SurrenderMonkey wrote:

I don't see any compelling reason why it's really that bad. If the "neutral" showed up in a Battlecruiser and started "helping", they would get Concordokken - If they show up in a Guardian, they don't because... reasons.

When pressed, everyone eventually seems to admit that neutral logi isn't really "good", but they resist getting rid of it anyway. The last-line-of-defense, fallback objection is generally, "But it breaks incursions," but I have yet to see anyone put forth a scenario in which it breaks incursions that couldn't be trivially resolved through the safety and existing Crimewatch mechanics.


few mis-conceptions:

- neutrals can show up in any ship and gather intel. a battlecruiser can boost, any ship can provide a warp in point. And ppl have given very relative reasons why logi is the way it is, i hope ur not deliberately down playing the explanations ppl have given by wording it as such.

- when pressed i said that having to wait till the logi is actually activating modules is not perfect. Especially when its blatantly obvious what its about to do. But there is no way round that.

Ideally assisting with weapons would be allowed. However, theres no way to give ppl assisting a war dec with their guns only a suspect status. That would turn high-sec into low sec. Thats why logi's different, because u dnt break the game by logi'ing randoms who arent even in a fight.

- The fall back is not incursions. its that assisting should be allowed. Guns are the outlier because u cant use them to assist without breaking hi-sec.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Kaarous Aldurald
Black Hydra Consortium.
#69 - 2014-05-30 18:02:29 UTC
SurrenderMonkey wrote:

All other "combatants" in a war become engageable at undock-time. Neutral reppers become engageable at module-activation. The disparity in risk is quite obvious, and the response options for neutral logi are, as a consequence, comparatively limited. You can't preempt them - you can only react, after they choose to enter the engagement. Sure, if you do your homework you can "plan ahead", but you're still artificially limited in how you can respond to them to actions taken AFTER they start repping.


This is much the same argument used by people who want to ban scamming, that there's no way to get back at the scammer.

The point is to not fall for it in the first place.

Much like here. The point is to realize that neutral reps *can* happen, and to plan accordingly.

The only true disparity in risk is between smart gameplay and stupid gameplay. And that disparity should, nay, must exist.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Daichi Yamato
Jabbersnarks and Wonderglass
#70 - 2014-05-30 18:03:04 UTC
Ellendras Silver wrote:


and where the heck do you get the nerve to state that someone is not worthy to a corp? i always thought that the only reason to be corp worthy is paying monthly fee by cash or plex and ofc a corp that is willingly to accept, which the OP has managed, not every EVE player likes PVP


Where do ppl get the nerve when they think they can make a corp without understanding it makes them vulnerable to the full force of wardecs?

Not every player likes PvP combat, but they have no right to be excluded from it in this game. It is entirely a PvP environment.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

SurrenderMonkey
State Protectorate
Caldari State
#71 - 2014-05-30 18:04:31 UTC  |  Edited by: SurrenderMonkey
Daichi Yamato wrote:
SurrenderMonkey wrote:

I don't see any compelling reason why it's really that bad. If the "neutral" showed up in a Battlecruiser and started "helping", they would get Concordokken - If they show up in a Guardian, they don't because... reasons.

When pressed, everyone eventually seems to admit that neutral logi isn't really "good", but they resist getting rid of it anyway. The last-line-of-defense, fallback objection is generally, "But it breaks incursions," but I have yet to see anyone put forth a scenario in which it breaks incursions that couldn't be trivially resolved through the safety and existing Crimewatch mechanics.


few mis-conceptions:

- neutrals can show up in any ship and gather intel. a battlecruiser can boost, any ship can provide a warp in point. And ppl have given very relative reasons why logi is the way it is, i hope ur not deliberately down playing the explanations ppl have given by wording it as such.


As previously noted, the difference between scouts, haulers, etc. and neutral logi is that you can actually quite easily solve neutral logi mechanically with no appreciable harm to... anything, really. I mean, except for neutral-logi tactics.



Quote:
- The fall back is not incursions. its that assisting should be allowed. Guns are the outlier because u cant use them to assist without breaking hi-sec.


http://i.dailymail.co.uk/i/pix/2008/09/08/article-0-0290058B00000578-290_468x286.jpg

Kindly refrain from blowing smoke up my ass. Roll

As far as module activations go, you can boost and you can logi.

Guns are not the outlier, unless neuts, vamps, TDs, damps, painters, webs, missiles, scrams, drones, ECM, and smartbombs (did I miss anything?) are also "the outlier", and that's a pretty long list.

"Help, I'm bored with missions!"

http://swiftandbitter.com/eve/wtd/

SurrenderMonkey
State Protectorate
Caldari State
#72 - 2014-05-30 18:10:28 UTC  |  Edited by: SurrenderMonkey
Kaarous Aldurald wrote:
SurrenderMonkey wrote:

All other "combatants" in a war become engageable at undock-time. Neutral reppers become engageable at module-activation. The disparity in risk is quite obvious, and the response options for neutral logi are, as a consequence, comparatively limited. You can't preempt them - you can only react, after they choose to enter the engagement. Sure, if you do your homework you can "plan ahead", but you're still artificially limited in how you can respond to them to actions taken AFTER they start repping.


This is much the same argument used by people who want to ban scamming, that there's no way to get back at the scammer.


No, it really isn't. You're free to scam back. You may not succeed, but all characters are playing by the same rules, at the same time, whereas neutral logi characters are playing by a very different ruleset than the in-corp characters.

Quote:

The only true disparity in risk is between smart gameplay and stupid gameplay. And that disparity should, nay, must exist.


So you're saying it's a good thing that OPTIMAL gameplay for characters engaging in a war is to be in a neutral corp? Really?

And are you also asserting that forcing logi into corp would somewhere eliminate the disparity between smart gameplay and stupid gameplay?

Is it really "smart" gameplay if it's the only "correct" tactical decision? At present, there is literally NO good reason to have your logistics pilots in-corp. Do you actually think that's a good thing?

"Help, I'm bored with missions!"

http://swiftandbitter.com/eve/wtd/

Komi Toran
Perkone
Caldari State
#73 - 2014-05-30 18:10:49 UTC
SurrenderMonkey wrote:
Guns are not the outlier, unless neuts, vamps, TDs, damps, painters, webs, missiles, scrams, drones, ECM, and smartbombs (did I miss anything?) are also "the outlier", and that's a pretty long list.

I agree. However, what all those things have in common is that they harm the target ships. Remote reps and command modules help the target ships. That's the dividing line.

And it doesn't really make sense for CONCORD to vaporize anyone who is assisting another person conducting a legal action.
Daichi Yamato
Jabbersnarks and Wonderglass
#74 - 2014-05-30 18:11:02 UTC  |  Edited by: Daichi Yamato
Komi Toran wrote:

Eve philosophy: if you cannot defend it, you do not deserve it. By extension, if you cannot defend yourself while in a corp, you do not deserve to be in a corp.


This is eve.

SurrenderMonkey wrote:


http://i.dailymail.co.uk/i/pix/2008/09/08/article-0-0290058B00000578-290_468x286.jpg

Kindly refrain from blowing smoke up my ass. Roll

As far as module activations go, you can boost and you can logi.

Guns are not the outlier, unless neuts, vamps, TDs, damps, painters, webs, missiles, scrams, drones, ECM, and smartbombs (did I miss anything?) are also "the outlier", and that's a pretty long list.


yes any offensive mod is the outlier. i simplified to guns.

u may think its not right, but if my friend is duelling, i should be able to warp in and alpha the unsuspecting foe with my nado. that is the spirit of eve, if it wasnt, logi and boosts wouldnt be deliberately allowed. theres just no way to do it without breaking hi-sec. but i settle for remote reps and boosts.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

SurrenderMonkey
State Protectorate
Caldari State
#75 - 2014-05-30 18:14:24 UTC  |  Edited by: SurrenderMonkey
Komi Toran wrote:
SurrenderMonkey wrote:
Guns are not the outlier, unless neuts, vamps, TDs, damps, painters, webs, missiles, scrams, drones, ECM, and smartbombs (did I miss anything?) are also "the outlier", and that's a pretty long list.

I agree. However, what all those things have in common is that they harm the target ships. Remote reps and command modules help the target ships. That's the dividing line.

And it doesn't really make sense for CONCORD to vaporize anyone who is assisting another person conducting a legal action.



Topic: "Hey, maybe we could use a slight change of the rules that would make this not-a-legal action?"

Response: "No, the rules are that..."

You understand that responding to a suggestion that the rules should be altered with, "No, because the present rule is XYZ..." isn't actually an argument, right?

It's like saying, "Hey, we should paint that house over that Red."

And then getting a response, "No, that doesn't make sense - that house is blue."

The current rule is merely the existing status quo. It doesn't, in and of itself, constitute an argument against changing the rule.

"Help, I'm bored with missions!"

http://swiftandbitter.com/eve/wtd/

Cassandra Aurilien
Imperial Academy
Amarr Empire
#76 - 2014-05-30 18:18:59 UTC
An off the cuff idea about neutral logi...

What about not allowing them to operate from NPC corps & giving their corp a day long flag as valid war targets, if they rep a ship currently under a war-dec? It would allow use of them, but carry at least some consequence for their action, beyond a temporary suspect timer.

It would also allow some very interesting mechanics, such as joining a corp and purposely repping someone engaged in a war... (And as far as incursions go, don't let people with war dec's into your fleet, and you'd be unaffected.)

Admittedly, high sec wars are not really my forte, so I might be completely off base on this.
Kaarous Aldurald
Black Hydra Consortium.
#77 - 2014-05-30 18:20:09 UTC  |  Edited by: Kaarous Aldurald
SurrenderMonkey wrote:

No, it really isn't. You're free to scam back. You may not succeed, but all characters are playing by the same rules, at the same time, whereas neutral logi characters are playing by a very different ruleset than the in-corp characters.


It would only be playing by different rules if the defender were forbidden from using it too. The playing field is even.

Quote:


So you're saying it's a good thing that OPTIMAL gameplay for characters engaging in a war is to be in a neutral corp? Really?


It goes for scouts and haulers too. Until local goes away, yes, this will always be the case.


Quote:

And are you also asserting that forcing logi into corp would somewhere eliminate the disparity between smart gameplay and stupid gameplay?

Is it really "smart" gameplay if it's the only "correct" tactical decision? At present, there is literally NO good reason to have your logistics pilots in-corp. Do you actually think that's a good thing?


Like I said above, same for scouts, haulers, and a bunch of other things to boot.

In fact, there are more reasons to not be in a corp, than to be in one.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Daichi Yamato
Jabbersnarks and Wonderglass
#78 - 2014-05-30 18:23:28 UTC
SurrenderMonkey wrote:

The current rule is merely the existing status quo. It doesn't, in and of itself, constitute an argument against change.


yeah, and the status quo is that CCP's stance on assisting is that its fine, but u go suspect. However, offensive mods have been made an exception because hi-sec would be low sec.

Cassandra Aurilien wrote:
An off the cuff idea about neutral logi...

What about not allowing them to operate from NPC corps & giving their corp a day long flag as valid war targets, if they rep a ship currently under a war-dec? It would allow use of them, but carry at least some consequence for their action, beyond a temporary suspect timer.


Could make it for the rest of the dec. Incursion wise, ppl can use safeties.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Komi Toran
Perkone
Caldari State
#79 - 2014-05-30 18:27:16 UTC
SurrenderMonkey wrote:
You understand that responding to a suggestion that the rules should be altered with, "No, because the present rule is XYZ..." isn't actually an argument, right?

Very good. A clarification of the current rules is not an argument. You are on your way to understanding how to think and process information. Keep at it!
SurrenderMonkey
State Protectorate
Caldari State
#80 - 2014-05-30 18:29:07 UTC  |  Edited by: SurrenderMonkey
Kaarous Aldurald wrote:
SurrenderMonkey wrote:

No, it really isn't. You're free to scam back. You may not succeed, but all characters are playing by the same rules, at the same time, whereas neutral logi characters are playing by a very different ruleset than the in-corp characters.


It would only be playing by different rules if the defender were forbidden from using it too. The playing field is even.



I used the word "characters" on purpose. The PLAYERS may do the same thing, but as soon as you cite players, you're in "metagame" territory. Sure, the players could do the same thing. That doesn't make it sensible that the CHARACTERS (who are bound by the in-game rules, not the metagame rules) are engaging on entirely different terms.

Quote:

Quote:


So you're saying it's a good thing that OPTIMAL gameplay for characters engaging in a war is to be in a neutral corp? Really?


It goes for scouts and haulers too. Until local goes away, yes, this will always be the case.


So because there can be neutral scouts (which really lack any practical way to be forced into a corp), you think that it's GOOD that optimal gameplay for logistics pilots means being in an NPC corp, even though that could be easily addressed? Really?

Quote:
In fact, there are more reasons to not be in a corp, than to be in one.



..and you don't want to see that list of reasons shortened? Ugh

"Help, I'm bored with missions!"

http://swiftandbitter.com/eve/wtd/