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Incursion 'Things'

First post First post
Author
Dinsdale Pirannha
Pirannha Corp
#41 - 2014-06-22 14:25:31 UTC
Are you insane?

You start screwing with Incursions and involve CCP, there is zero doubt the ISK / hour will get hammered again (remember the quadruple nerf?).
Leave them alone, go screw with something else.
lowryder
Equal Opportunity Haterz
FullTard
#42 - 2014-06-22 15:35:23 UTC
Problem: When logging-in in an Incursion system the chat box size resets.

Solution: Make it not do this.
Mr Yoshine
Tasteless
#43 - 2014-06-22 17:02:37 UTC
ok as an inc runners and an inc fleet commander

why does it always need to be sansha do the pirate factions never attack?

Assaults are currently all over the place
you have one (NCN) site that takes for ever for the same pay out and is just as dangerous it makes no sense
decrease the danger or speed up that site

secondly the ratio from
VG-ASS-HQ
is off the wall
Assaults need to to be fixed / changed either speed them up or pay more, to keep in context with the others

For me id like to see more sansha or hopefully other factions
And A remaster of Assaults

Aon Ceisteanna ríomhphost chugam
James Baboli
Warp to Pharmacy
#44 - 2014-06-22 17:18:02 UTC
lowryder wrote:
Problem: When logging-in in an Incursion system the chat box size resets.

Solution: Make it not do this.

If you pin your chat boxes and select the do not move pinned stuff, it will not do this now.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Mike Azariah
The Scope
Gallente Federation
#45 - 2014-06-22 17:18:29 UTC
Mr Yoshine wrote:


Aon Ceisteanna ríomhphost chugam


Thanks, I will

m

Mike Azariah  ┬──┬ ¯|(ツ)

chris1945
Ambivalence Co-operative
#46 - 2014-06-22 17:31:11 UTC  |  Edited by: chris1945
Problem: Travelling to next Inc takes too much time.
Suggestion for solution: Has nothing to do especially with incursions. But add a few more gate connections. Doing 30+ jumps is a pain.

Problem: Mothership site is killed too often and it's too easy for the high reward and the high effect to other ppl in the constellation.
Suggestion for solution: Increase the minimum&maximum number of pilots to get a payout. Increase the sanshas on grid so bigger fleets are needed and the site take longer to complete.

Problem: Unbalanced site in Assaults: NCN. Nobody wants to run them. There are NCN walls after some time in all AS Systems.
Suggestion for solution: Remove split-up gates in NCN. Remove the number of sanshas on gird so it takes a shorter time to complete.

Problem: There are ~ 10 times more shield fleets than armor.
Suggestion for solution: Add bonuses to armor tanking mods. Remove negative effects of armor tanking mods.

Problem: Systems/Sites are too crowded with fleets.
Suggestion for solution: Add more sites into all of the systems. I suggest 8 sites per system. You can also reduce the respawn-timer.

Problem: Ppl only run high sec incursions. Low / 0.0 is not worth the high risk with the pirates
Suggestion for solution: Boost the low sec incursions. Higher payout. Less influence penalties (better: no influence at all and even boosts (system-wide sige+armor+info+skirmish auto-boosts for all fleets) as bringing a booster to low sec is very risky). Remove the initial gates of sites so it's harder to hang around at initial gates for pirates. Disable warp scramblers/disruptors in low sec INC constellations so ppl can enter the systems/sites with only a smaller risk.

PS: The problems I stated are facts. Go to the systems and you can watch it. So please don't argue about these facts.

+ Other sansha factions
Vindico Atris
Motus Est Infirmitas
#47 - 2014-06-22 17:36:35 UTC  |  Edited by: Vindico Atris
Make scouts not useless. When we don't have numbers for VG it's over, since scouts are absolutely ******* worthless. They should pay more than l4's and be do-able by 2 pilots with beastly active tanks (read: marauders, pirate BS) or 3-5 pilots using 1 logi ship and 3/4 bs. Note that 1 logi + 4 bs dps is basically half a vanguard squad, so you can combine easily and hit VG's when you have numbers.

NCN needs to get scrapped. Getting NCN walled is boring as sin. I get the concept, making us use more shiptypes and stuff, but for us nullsec runners it just doesn't work; it's a headache transporting 30+ bs around nullsec already, adding more ships isn't happening.

Also, and this is massively bias, but why are we getting a litle bit more payout than HS for NS incursions? They don't have gate rats, travel fits, blops drops and enemy sov space to deal with and for that, the increases are pathetic. About 44% isk increase and 42% lp increase for most types of incursion system, and we get that by risking ships worth 500m > 1b. Wonderful. We have to constantly worry about what we're gonna lose when we get dropped, sort out warpout orders for the expensive **** or run in t1 bs hulls with nothing but t2 (no faction webs!!) and get **** poor isk/hr...
Gavin Dax
Sebiestor Tribe
Minmatar Republic
#48 - 2014-06-22 19:00:06 UTC  |  Edited by: Gavin Dax
Problem: Incursions do not create much PvP(!) content (especially low/null). There's a lot of potential to have incursions be like FW in terms of PvP content generation but also with ships larger than frigs and more dynamic (move around frequently, so there's no one particular side that has a mass assortment of PvP ships docked in station for up-shipping). Related to this - incursions just suck for small gang, as others have already said.

Solution: Make scouts good. Make them small gang. Make more similar plexes. EVE lacks small gang PvE content right now, and that has the most potential for PvP content generation. Scouts can be huge in low/null sec. If redesigned/overhauled with consideration for PvP, could do things such as limit number of ships that can take gates every minute or two (to prevent blobbing site runners and encourage GF content). Scouts can create great PvP content in high sec too in the form of contests. Basically, there is a lot of potential here for fun PvP + PvE. Just my thoughts.

EDIT: Just realized if you limit the number of ships that can take a gate in a given time interval, people will just have alts to take the gate if they see a threat to their site-running. Really though this would just delay things a bit. Could have the gate slingshot ships away that have been sitting within 10km for more than a minute or something though unless they are fighting. Not sure what best thing is but the point is there's a solution that's better than what we have now.
Black Canary Jnr
Royal Amarr Institute
Amarr Empire
#49 - 2014-06-22 19:16:17 UTC  |  Edited by: Black Canary Jnr
chris1945 wrote:

Problem: Ppl only run high sec incursions. Low / 0.0 is not worth the high risk with the pirates
Suggestion for solution: Boost the low sec incursions. Higher payout. Less influence penalties (better: no influence at all and even boosts (system-wide sige+armor+info+skirmish auto-boosts for all fleets) as bringing a booster to low sec is very risky). Remove the initial gates of sites so it's harder to hang around at initial gates for pirates. Disable warp scramblers/disruptors in low sec INC constellations so ppl can enter the systems/sites with only a smaller risk.

PS: The problems I stated are facts. Go to the systems and you can watch it. So please don't argue about these facts.

+ Other sansha factions


Not true. 0.0 are run but most small groups do not have the incursion communities to run them very effectively. When you look at the stats you need like 1000+ systems to have a 1/3 chance of having an incursion, which means that only CFC and N3/ PL have an ok chance of getting an incursion justifying an incursion community.

Sure the rest of us get incursions from time to time but it's highly unlikely. Better to go run high sec incursions where you can always get to an incursion. The last incursion i ran in provi we got the bar down to about 20%, we mostly ran armor BS T2 fitted with some people bringing a small amount of bling. Even with the 1.5 x payout we topped out at 100 million isk an hour, although most of the time we were running at 80 million isk per an hour, that's equal or less than a Hi-sec VG fleet. Not good. We have our coalition incursion channel which is more or less empty and fills up when we get an incursion and we need to clear it to use our jump bridges and ensure safe travel but it's not organised like hi-sec incursions. We have no DED space fitted ships, no pirate faction battleships, nothing fancy. It's just not worth having one in 0.0 for the 2% chance we get an incursion. It's impossible to run incursions in enemy sov because a BS gang is a slow moving and sure to be blobbed as soon as it appears in intel, never mind the logistics of when someone has to drop fleet and you need a replacement. You HAVE to own that sov to run that incursion, there's no way around it.

Like i said in my post before, we need more incursions in 0.0, the numbers are completely skewed against 0.0 and in favor of hi-sec incursions. If a new faction incursion was introduced i strongly believe it should be in low sec and 0.0 only so not to become a cheap hi-sec isk printing press and maintain the magic, and challenge, of incursions.

EDIT: oh yeah, increase that 1.5% multiplier so it's more worth while doing a 0.0 incursion when you have the opportunity.
Goldiiee
Bureau of Astronomical Anomalies
#50 - 2014-06-22 19:35:20 UTC
I can see the primary concern of most everyone involved is the dysfunction of NCN's and alternatives on how to fix that. Perhaps a better suggestion is to do away with them al together, design a new site with similar in EHP and difficulty, but designed to use the 60km travel to gates, and a medium tower bash under continuous fire, as a way of prepping and training for the HQ TCRC sites.

TCRC's; We lose the most ships to this site (even more than Mom's) and it's usually due to the player inexperience with this particular type of site, combined with 40 on grid, cluttered Coms, and little to no real way to explain it other than throw them in the pool and hope they swim.

I don't think anyone would miss the NCN's regardless of how they are tweaked, but a training ground for the more difficult TCRC's would be a helpful added advantage to the community as a whole.

Things that keep me up at night;  Why do we use a voice communication device to send telegraphs? Moore's Law should state, Once you have paid off the last PC upgrade you will need another.

Gavin Dax
Sebiestor Tribe
Minmatar Republic
#51 - 2014-06-22 19:36:08 UTC  |  Edited by: Gavin Dax
chris1945 wrote:

Problem: Ppl only run high sec incursions. Low / 0.0 is not worth the high risk with the pirates
Suggestion for solution: Boost the low sec incursions. Higher payout. Less influence penalties (better: no influence at all and even boosts (system-wide sige+armor+info+skirmish auto-boosts for all fleets) as bringing a booster to low sec is very risky). Remove the initial gates of sites so it's harder to hang around at initial gates for pirates. Disable warp scramblers/disruptors in low sec INC constellations so ppl can enter the systems/sites with only a smaller risk.

PS: The problems I stated are facts. Go to the systems and you can watch it. So please don't argue about these facts.


First, bringing a booster into low-sec is not risky. Second, low/null *is* supposed to be risky. Disabling scrams/removing gates is too much. That reduces PvP, which is bad for low/null. The solution should be to increase the incentives for people to run the incursions. Yes, the payout isn't bad but there are other problems like:

1) You can't fit bling like HS incursions, which reduces the payout you get in comparison
2) You will die more often, which reduces the payout you get in comparison
3) You will get blobbed 99% of the time, which reduces the PvP content and fun for everyone
4) You need a decent sized fleet to do low/null incursions. there is nothing for small gangs, which makes it much less likely for people to run them. Organizing fleets of 10-40 for incursions running in low/null is inherently more difficult and thus will be less popular (though it should still be an option with high payouts for those that do it)
Scirocco B
Advanced Apocalyptic Machinations LLC
#52 - 2014-06-22 20:35:36 UTC
Greetings from one of the few Assault FCs from The Ditanian Fleet.

Problem: Scout sites are unused.
Solution: Rework to be a 2-3 man cooperative site. RR BSs spring to mind.

Problem: Nation Consolidation Netowrk
Solution: HTFU and bring some T3s or HACs. Don't be a puss FC. I've let both into my fleets. It'll keep you running well beyond the 30 minutes it takes to do the OFCs and NCSs.

Problem: TCRCs kill sleepy or inexperienced people.
Solution: HTFU, wake up, and pay attention. DPS and Logi (BTW I LC in HQs. Havn't had a loss yet on my watch in a TCRC)

Problem: TPPH tower bash. Yep its boring.
Solution: Don't be a little baby. Grow up, life isn't always exciting.

On the whole, incursions are fine the way they are. Payout may seem to be risk free, but it is only that way when everyone is paying attention, following orders and fit correctly. Sounds a lot like how null works.

Scirocco B out.
Arya Regnar
Darwins Right Hand
#53 - 2014-06-22 21:28:17 UTC
Danika Princip wrote:
Problem: Highsec incursions are some fo the best ISK generators in the game, yet are completely risk free.

Suggestion for solution: Start by giving them the same gate rats as null/lowsec. Then, drop the security status of the incursion constelations, or just remove concord from them.

Delayed concord response like the tooltip info indicated years ago.

That would add some risk that is currently totally not present.

Either way this definitely needs to change.

EvE-Mail me if you need anything.

Fronkfurter McSheebleton
Horse Feathers
CAStabouts
#54 - 2014-06-22 22:29:18 UTC
Scirocco B wrote:
Problem: Nation Consolidation Netowrk
Solution: HTFU and bring some T3s or HACs. Don't be a puss FC. I've let both into my fleets. It'll keep you running well beyond the 30 minutes it takes to do the OFCs and NCSs..


The problem isn't "letting" them into fleet, usually. It's finding enough of them in the first place.

thhief ghabmoef

Hakaari Inkuran
State War Academy
Caldari State
#55 - 2014-06-22 22:43:54 UTC  |  Edited by: Hakaari Inkuran
Problem: incursions are far too mechanical and site clearing strategies are completely optimized, leading to very narrow fleet comps and fit requirements, no flexibility

Solution: introduce some random variability in the locations of spawns, the ships in each spawn, and the triggers, but using a sizeable pool of options for the RNG to choose from. This prevents impossible sites but increases difficulty

edit: this would also introduce risk into the system and disincentivize stacking faction modules worth billions if isk into each ship for minor performance gains

Slightly boost rewards if necessary
Alternative Splicing
Captain Content and The Contenteers
#56 - 2014-06-22 23:08:32 UTC
Most of what is wrong with incursions in terms of risk/reward could and would be solved by removing CONCORD and faction police from incursion systems. Or at least make it so Sansha rats do not shoot at criminal or blinky red pilots - why would Sansha shoot people helping them? Hisec industry is being adjusted so it is not the only answer, I would hope the one reason hisec incursions are so preferentially used (absolute security) would thus be looked at.



PopplerRo
#57 - 2014-06-22 23:51:52 UTC  |  Edited by: PopplerRo
Problem: Incursion runners have had it too easy for too long and become spoiled.

Potential solution:
Make incursions last half as long as they do now and spawn further apart. While keeping the same payout per site this would effectively reduce overall isk per hour.
While people say the risk for reward in incursions is too low, the options for adding risk are limited. However you can fix the effort/reward more comfortably

Problem: NCNs

Potential Solution(s):
1. Make more retrictions for BC and below ships, increase their necessity.
2. Remove one pocket from the cruiser side.
3. Perhaps the easiest short term fix, remove the restriction. Personally I like the restriction and would like more sites to have them.

Problem: Content Stagnation

Potential Solution: Require specific items(consumable) to activate acceleration gates, which once activated fleet can enter after short period of time the gate locks again . Components for these 'keys' spawn amongst all incursion sites and/or blueprint for them can be bought from the concord lp store and must be manufactured first.


edit: Make having to scram the rats to prevent them warping away an actual thing.
fdal
Monkey Foot Distribution
Monkey Foot
#58 - 2014-06-23 00:26:56 UTC
Hello, just a couple of ideas maybe.

There was a time when incursion running meant you would take down van sites, assaults, hq then the mom. It was about the escalation and bringing the bar down and scaling fleets up to take on that task. It was a fun time.

Farming set in and well the payouts haven't changed that much, when plex was at 320 you could do 32 sites and plex your account. Given the change in the in game cost of the game itself you would have to do 72 sites to do the same thing today. LP is also good of course.

I recommend some change in the payout scheme that keeps up with the cost of the game itself and in addition would also like to see some changes to the admittance into larger sites that requires people to do the smaller ones. Some fleets just look for blue bar incursions just to take the mom down. Some fleets farm vans forever. It would be good to see fleets required to complete or present items at the gate to get admittance to the mom site that indicated they were part of the bar (influence) coming down. I would't presume to know what that mechanic would be, tags comes to mind. But it would be great to see larger fleets have a smaller site requirement before being able to take down a mom site rather than just cherry picking other pilots efforts to get to that point.

Thank you.
Jedediah Arndtz
Jedediah Arndtz Corporation
#59 - 2014-06-23 06:18:22 UTC  |  Edited by: Jedediah Arndtz
James Baboli wrote:
Problems: Vanguards are overcrowded
Solutions:
1: Fix scouts so they're a real stepping stone to incursion content.
2: Fix assaults so they're worth running, i.e. NCNs.

Problem: Scouts are unused, or used only by solo players messing about.
Solutions:
1: remove scouts, add another VG or AS system.
2: Up the payout and difficulty to sit between l4s and l5s, with incomming DPS that is just local tankable in a standard battleship without implants. ~ 2-3 romis or other normal grade cruisers per site and 3-5M payout with a fleet of 3-5.

Problem: Headquarters are over crowded.
Solutions:
1: fix AS sites.

Problem: Assauts are under-used, with all systems being run until NCN walled and then fleets standing down.
Solutions:
1: Increase payout such that NCNs are worth running as is.
2: Fix NCNs.

Problem: NCNs suck to run as is, to the point where they kill AS fleets and the systems end up NCN walled.
Solutions (pick one, or a combination):
1: Open up the cruiser gate and let Battleships in
2: Allow in command ships at least. Makes no sense you can't take a t2 version of the same class.
3: Remove a pocket or two entirely. The EHP required to be burned will still be approximately equal.
4: Reduce the sniper targets in the final pocket, especially as antems and yulais have fairly high alpha.
5: Eliminate the cruiser gate entirely.
6: Balance the spawns between the two gates better and open them up to all ships. (This is my most preferred solution)

Problem: Influence in highsec is a joke.
Solutions:
1: Increase rate of influence increase in highsec. 4% per hour means a single unshiny VG fleet will barely hold influence down.
2: Increase payout slightly while under influence, giving a reason to grind a new incursion.


<3

https://forums.eveonline.com/default.aspx?g=posts&t=290394
For suggestions, especially in regards to the mothership site.

Nullsec incursions are run more often recently, the only real barricade to them is enemy space, but the spawn rate is rather out of proportion to the number of systems and pilots. I'd say up the spawn cap in nullsec to 5-8, and possibly up the isk/hr a bit.

Lowsec ones are rarely if ever run, and are probably the most dangerous of incursions. Might want to give them the highest isk/hr to compensate.

Also, a notification of exactly how much you lost the contest by would be nice, either total DPS or %, or both.
Jedediah Arndtz
Jedediah Arndtz Corporation
#60 - 2014-06-23 06:19:37 UTC  |  Edited by: Jedediah Arndtz
.