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Player Features and Ideas Discussion

 
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Changes to SOV , Power Projection & Nullsec Stagnation

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Author
Kagura Nikon
Native Freshfood
Minmatar Republic
#781 - 2014-07-15 10:43:08 UTC
PotatoOverdose wrote:
Fun fact of the day: reducing sov structure ehp (e.g. by reducing ihub ehp from 175 million (sov) to 25 million ( fac war) or less) reduces the need for entities to field both 1000 man megathron fleets and massive supercap fleets to take sov.

This has been your fun fact for the day.



Well yes, everyone have pointed that since dominion, but I do nto knwo why ccp was so sttuborn on their love for multi billion EHP structures.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Kagura Nikon
Native Freshfood
Minmatar Republic
#782 - 2014-07-15 10:44:59 UTC
Anthar Thebess wrote:
Well there is a suggestion that will fix some stuff and don't require lot of work.

In lowsec and nullsec , you can only change cloning station to one you are currently in.
So no more podding near the timer , and returning the same way after the op.

This is very simple fix , and every one will appreciate it.



So if you are in a station that is sieged and your cloen is there, then you cannot change your cloen to other one and are doomed to keep dieing and loosign skill points (because you cannot remake the clone after the station is taken).

Nope. There must be always a way to set your clone to at least 1 high sec or low sec system.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Kagura Nikon
Native Freshfood
Minmatar Republic
#783 - 2014-07-15 10:46:46 UTC
Cyaron wars wrote:
Kagura Nikon wrote:
Cyaron wars wrote:
Kim Briggs wrote:
Everything in EVE that wants to get from A to B needs time, except things that are using jumpdrives.

Instead of crippling the range (what would **** up logistic in 0.0), give ships "Jump-Speed" with "X ly/s" so if you want to jump higher distances you are longer in your jumptunnel. The same would work for jump-Bridges.

With e.g. 0.2 ly/s you wouldn't drop instantly on an enemy and have to keep the cyno alive or risk to get scattered around the solar system.



Why not make them all use damn gates? Make them be gankable?



For the 10th time. Because they are NOT allowed in high sec and therefore VAST parts of space woudl be unreachable while hundreds of them would get stuck in low sec pockets.

That could be done, yes, But would need a rework on eve geography and for that you need a HUGE and deep study.



None of proposed changes require some minor tweaks. They all need HUGE and deep study, but if CCP will not start doing this we will end up in a very stagnant game and eventually people will start leaving.



Yet if the work and study are too hard the changes will enver be implemented because somethign will always become priority over it and nothign will ever be done (trust me,t hat is how ANY software development company is, you need to set achievable goals otherwise nothign ever gets done)

"If brute force does not solve your problem....  then you are  surely not using enough!"

Cyaron wars
Academia RED HOT Corporation
#784 - 2014-07-15 11:12:03 UTC
Kagura Nikon wrote:
Anthar Thebess wrote:
Kagura Nikon wrote:
Remove the quote of your failed quote because was unreadable.


If the low sec pokects can get isolated then peoel will get stuck there.

And your proposal demands geophaphy changes (the XL gates) and that needs as I stated a deep analysis, nto a random throw in like to the closest NPC space. Route deployment is the MOST powerful tool CCP have on organizing eve and it cannot be handled without care.


In some cases being stuck somewhere is good, even for game.
If old player returning will find himself stranded in this kind of system , then he can petition.
We are talking about very low number of system, usually without stations that will be in this position.

As for the XL gate schema :
http://evemaps.dotlan.net/map

What do you need more?

Creating for CCP simple script that will identify from each region closest ( in LY ) route to nearest NPC space and based on this locations for regional XL gates is 1 day job - including deep analysis.

How hard is to calculate where you have to add additional XL gates to constellations when you reduce jump range ?

Even more WHY it is so bad for game that some of the systems will be unreachable by capitals and supers?

Because someone will build 100 titans to perma smartbomb entry gate - so no one will ever come in?
Well he just locked 100 supers in one system.
I have nothing against this.


Check earlier posts.
I also suggested that each region will get a smugglers gate ( S size ) to nearest NPC space.
Gate that can be only used by cruisers and non capital industrial ships. Those connections can be created from the most distant constellation from the NPC space in specific region.

If some NPC don't have connection to low space , it will also get this kind of connection.



Because random changes like that will make certain regions far far far more powerful than others due to geography restrictions. That can and will be seen and preferential actions by CCP towards a group or other. Therefore there must be a deep analysis to avoid creating obvious super fortresses.

You really underestimate the HUGE impact on economy and warfare that a SINGLE extra gate would create. The XL network would have an even LARGER impact on new eden than the capital jump drive changes.


So what? There are places that are good to live and price of an apartment in such districts is high while in suburbs you can rent whole building for same price. Yes, regions must be different from each other not only by god damn type of NPCs spawning there. Some regions must be good because of their proximity to highsec routes, others must be good for for quality of products you can get there. For example Catch region is good for living because it's close to Empire border, while Period Basis is in the ass of New Eden, but CCP could balance that by giving that region something good like better mineral belts, better spawn rate of hidden belts or anomalies, greater bounty from NPCs or higher spawn rate of faction/officer NPCs, more moons. While handling logistics to that region will be pain in the ass, benefits that inhabitants will get from that region will be proportionally greater to Catch inhabitants.

As for geographical advantage from military point of view, I agree that there must be several entrances to each region. So if somebody will decide to invade he must first cut of all routes.

Anthar Thebess
#785 - 2014-07-15 11:28:41 UTC
Kagura Nikon wrote:
Anthar Thebess wrote:
Well there is a suggestion that will fix some stuff and don't require lot of work.

In lowsec and nullsec , you can only change cloning station to one you are currently in.
So no more podding near the timer , and returning the same way after the op.

This is very simple fix , and every one will appreciate it.



So if you are in a station that is sieged and your cloen is there, then you cannot change your cloen to other one and are doomed to keep dieing and loosign skill points (because you cannot remake the clone after the station is taken).

Nope. There must be always a way to set your clone to at least 1 high sec or low sec system.


Like stated in LOWSEC and NULLSEC , so you can change to usual higsec stations.
Anthar Thebess
#786 - 2014-07-15 11:51:46 UTC
Cyaron wars wrote:


So what? There are places that are good to live and price of an apartment in such districts is high while in suburbs you can rent whole building for same price. Yes, regions must be different from each other not only by god damn type of NPCs spawning there. Some regions must be good because of their proximity to highsec routes, others must be good for for quality of products you can get there. For example Catch region is good for living because it's close to Empire border, while Period Basis is in the ass of New Eden, but CCP could balance that by giving that region something good like better mineral belts, better spawn rate of hidden belts or anomalies, greater bounty from NPCs or higher spawn rate of faction/officer NPCs, more moons. While handling logistics to that region will be pain in the ass, benefits that inhabitants will get from that region will be proportionally greater to Catch inhabitants.

As for geographical advantage from military point of view, I agree that there must be several entrances to each region. So if somebody will decide to invade he must first cut of all routes.



Idea is that every region will have all materials needed for construction needed to produce local T2 modules and ships.

Quote:


Because random changes like that will make certain regions far far far more powerful than others due to geography restrictions. That can and will be seen and preferential actions by CCP towards a group or other. Therefore there must be a deep analysis to avoid creating obvious super fortresses.

You really underestimate the HUGE impact on economy and warfare that a SINGLE extra gate would create. The XL network would have an even LARGER impact on new eden than the capital jump drive changes.


Yes that is the point.
More variety , more styles of game play , more groups in the game .

Will be there super fortress ?
Yes , not because of the geographic location, but because of amount of players living there.
If they can hold those gates secure , then they deserve this part of space.

You cannot analyse each suggestion separately but all of them.

Regions will be still accessible from multiple locations, especially for the sub capital fleets.
Capitals and supers will be still ultimate weapons. But in order to move them into some region , you will be forced to make planed ops to escort them to those XL gates , and then allow them to move to desired regions.

Your attacker will have to move in to attacked region, not arrive from the other side of eve on the timer.
Ground control , escorting JF , industrial ships.
Incorporating Industry / mining guys to most of the alliances.
To limit the stuff you need to import.

Think about eve after those changes this way:
You will have current roaming / small gang mechanic without 90% of hotdrops, supers will not drop on cruisers in lowsec, and every one will be having plenty work, to keep their alliance running.

What is most important - you will have 1-2 constellation away similar entity, if it will be blue - that is your choice , not like now, mandatory stuff to keep sov , and have hundreds people in fleets.

If you can put hundreds people in fleets - you can control region, or two.
If you can put 100 people , few constellations.
if you put 50 people , a bit less , depending on region
25 people ? 1 -2 systems? Why not !

Spugg Galdon
Federal Navy Academy
Gallente Federation
#787 - 2014-07-15 11:53:26 UTC
As I, and another has stated earlier, how about we remove instant teleportation.

I would suggest doing this by:

Step one: Cyno is dropped.
Step two: Portal is created (bridge). This portal is essentially two wormholes. One at the Cyno and one at the location of the portal creator. Inbetween these two portals is a new type of space called "Jump Space"(J-Space). It is just like W-Space but it looks like the old "Recon Mission Nebula". Inside J-Space there are no celestials. Just two portals on the overview which are however many AU's apart as the lightyears distance between the two systems being jumped to x5. A 14ly jump (maximum jump range I believe for a carrier) would have a 73 AU J-Space system to cross. This distance would take a capital ship 60 seconds to cross without any warp speed modifiers.
Now, Because the portal is two way and can be entered on the Cyno end you can send a ship into the portal to interdict the incoming fleet. You also have time to kill the cyno ship unless it's got support with it which prevents a single cyno pilot from bringing 1500 of his friends to the fight instantly. He'll need to enter system with support to "Hot Drop" to keep the cyno alive or Cyno in at a safe spot.

J-Space is weird space and would have negative effects on your ship like reduced resistances and capacitor recharge rates etc etc. These would be designed to make fighting in J-Space undesirable but not impossible. It would also have weird mobility effects like very large increases in agility but decreased max velocity (cuts align times but stops bonkers mobility stuff happening in J-Space)

Potentially, a fleet that is interdicted in J-Space and the exit portal lost could find themselves stranded in J-Space. Unless the entrance portal was kept open to retreat to.

It is now difficult to project power instantly without actually working at it.
JF's would require a little more than just a Velator cyno to get where they are going as someone could easily interdict the JF in J-Space or kill the cyno whilst the JF transits J-Space.

Additional:
Single jumping ships (Caps/Blops) would not create an entrance portal. Just an exit portal at the cyno and would jump directly into J-Space.
Phoenix Jones
Small-Arms Fire
#788 - 2014-07-15 12:20:00 UTC
Subcaps have no artillery platform to deal with or handle Capitals or Supers. They need one.

I would modify the Heavy Interdictors and grant them the following.


1) Heavy Interdictors should get a siege engine weapon, capable of shooting Capitals, Supercaps, Structures, but not subcaps (aka no blap Heavy Interdictor). Damage comparable to a Moros when using the siege engine weapon. So yes a single heavy interdictor should be able to solo a dreadnought and possibly a carrier. A small group should be able to oblitherate a Super, but a heavy interdictor would not be able to deploy a siege engine and shoot a Cruiser, Battleship, interceptor, Iteron, etc.

2) Modify the Heavy interdictor to grant them resistance to Capitals and Supers Fighters and Fighter Bombers (decrease the sig of a Heavy Interdictor even farther when deploying a bubble).

So a small group can say something like. Bring the HIC, and the HIC pilot begins to obliterate the Capitals. It makes sense as the HIC currently has no actual role except to bubble and trap crap. It might as well become the Subcap artillery platform against Capitals and Supers (as it is pretty much one of the only ships that can tackle them).

I would do something like that to start. Currently the HIC's have no role except to bubble or infinite point then light cyno and wait.

You might as well make them the offensive powerhouse against all capitals. A subcap that can destroy Capitals.

Yaay!!!!

Anthar Thebess
#789 - 2014-07-15 12:27:32 UTC
I think that most of people agree, that we want to limit instant teleportation as much as it possible.
Your suggestion is just creating new way people can do it.
Anthar Thebess
#790 - 2014-07-15 12:31:36 UTC  |  Edited by: Anthar Thebess
Phoenix Jones wrote:
Subcaps have no artillery platform to deal with or handle Capitals or Supers. They need one.

I would modify the Heavy Interdictors and grant them the following.


1) Heavy Interdictors should get a siege engine weapon, capable of shooting Capitals, Supercaps, Structures, but not subcaps (aka no blap Heavy Interdictor). Damage comparable to a Moros when using the siege engine weapon. So yes a single heavy interdictor should be able to solo a dreadnought and possibly a carrier. A small group should be able to oblitherate a Super, but a heavy interdictor would not be able to deploy a siege engine and shoot a Cruiser, Battleship, interceptor, Iteron, etc.

2) Modify the Heavy interdictor to grant them resistance to Capitals and Supers Fighters and Fighter Bombers (decrease the sig of a Heavy Interdictor even farther when deploying a bubble).

So a small group can say something like. Bring the HIC, and the HIC pilot begins to obliterate the Capitals. It makes sense as the HIC currently has no actual role except to bubble and trap crap. It might as well become the Subcap artillery platform against Capitals and Supers (as it is pretty much one of the only ships that can tackle them).

I would do something like that to start. Currently the HIC's have no role except to bubble or infinite point then light cyno and wait.

You might as well make them the offensive powerhouse against all capitals. A subcap that can destroy Capitals.


So you are saying create mini dreads? Why then someone will use Dreads?
HICs will be cheaper.
Easier to transport ( so many of them on one carrier , and how many packaged on a JF), just drop one carrier so every
Resistances against Fighters , so i will just use OGRES from my carrier.
Sorry but this is bad idea.


The best weapon against capitals and supers is to limit their mobility especially between regions.
What will happen to NCPL supers, when CFC will bridge 500 hic against them?

Balance must be on both sides.
Phox Jorkarzul
Deep Void Merc Syndicate
#791 - 2014-07-15 13:23:15 UTC  |  Edited by: Phox Jorkarzul
I could get behind all these ideas. Well thought out thoughts are the best.

Blasters for life

https://neverpheedthetroll.blogspot.com

Skia Aumer
Planetary Harvesting and Processing LLC
#792 - 2014-07-15 14:57:10 UTC
Anthar Thebess wrote:
Few PL people noticed that they don't have any real targets.
They cannot attack CFC because of agreement.
They cannot attack NC as this is their ally.

Most of the stuff in lowsec is dead.
No content from contracts, as there is nothing more than NCPL and CFC.
They are bored, especially when every thing is going to less content for them.
Old core of PL simply want something more than frigate and interceptors brawls, yes they will hunt some super or few capitals in lowsec , but this is more like shooting from a tank to a sheep , not something that will be grate.

Bravo!
No more hypocrisy, in this thread we're discussing ways to please a few people from the alliance "Pandemic Legion".
We're brainstorming ideas to give contents to them.
To let them have some fun.

Do they deserve it?
Indeed, they do. They are dedicated players and loyal customers.
Do they deserve it more desperately than miners and mission runners?
I dont think so.
Seriously, how many FCs for mining fleets do you know? Are there FCs at all? Now grasp that feeling of frustration and imagine PVP were as engaging as mining. Dont get me wrong, mining is a fun activity to do time after time, but it severely lacks depth. Yet, a lot of people are doing that. And hell yes, they deserve a bit of attention of CCP developers.

Back to the topic.
I'm all for having a vibrant nullsec with many alliances suggesting different options for players of different styles.
But Manny. He has options already.
And he choose to sign a NIP with goonswarm and to form a sizable coallition to support this NIP. His choice is peace. And brotherhood. Why should we or CCP (or whoever) interfere and force him to change that choice?
Red Teufel
Calamitous-Intent
#793 - 2014-07-15 16:09:10 UTC
Can't wait to see what ccp is thinking of doing to resolve the SOV issue
Speedkermit Damo
Republic University
Minmatar Republic
#794 - 2014-07-15 16:58:07 UTC
Manfred Sideous wrote:
Harvey James wrote:
These mega coalitions need too grow a pair and make the sacrifice instead of expecting CCP too fix things which they ofc would moan about anyway ...


We have been making the sacrifice. How do you think all the other groups were eliminated? How do you think the largest battle and losses ever recorded in video game history happened (B-R). For 6 months straight I put giant supercapital fleets on the field and sat tackled perhaps longer than any other FC in the game. Throwing trillions on the field daily just hanging my longfellow in the wind let me tell you its stressful. The Wrecking Ball is the extreme edge of what can be done and fielded in Eve Online. I threw it into the wind several times. So when you "say grow a pair" I say "Can you even see this level"?


And yet your alliance signed BOTLORD.

Personally, I think it's already much too late. If the rumours are true, Eve is hemorrhaging subs. It feels like a lot of peoples patience with CCP has finally run out.

Protect me from knowing what I don't need to know. Protect me from even knowing that there are things to know that I don't know. Protect me from knowing that I decided not to know about the things that I decided not to know about. Amen.

Axe Coldon
#795 - 2014-07-15 17:13:24 UTC
Well my take on the state of EVE is the universe is too small. With minor exceptions its the same size with 600,000 subs as it was with 30,000 subs. 20x the people in the same space.

The EVE Universe needs to grow. It's more of an Eve Galaxy atm. Not a Universe.

It should grow so large that to cyno a cap from one end to the other cost more then the value of the cap. 5x bigger then it is now. With other High Secs and other Low Secs surrounded by other Nulls. All interconnected (with obvious dead space between).

And the things you could do to isolate existing caps is easy. Make the jump gate range further then the longest cyno jump..and walla..anyone can get a sub cap there but not a cap. And so the new places have a fresh start without being blob'd by a cap fleet from the "old galaxy". OR have it so only special ships can use the inter galaxy gates. so people can get there easy but not all the crap they own back here.

Code wise is it just more gates and planets and such.

It would relieve congestion here and create new opportunities for players. And give CCP a chance to try other ideas in the new places. Different high sec rules in the different high secs. New NPC empires to discover.

In the 1800's there was a saying in America. GO West Young Man. Do that here. Give us somewhere to go west too!

No trees were killed in the sending of this message. However, a large number of electrons were terribly inconvenienced.

Anthar Thebess
#796 - 2014-07-15 18:02:26 UTC
Eve will not grow.
Look at it this way :
More systems = bigger infrastructure
bigger infrastructure = bigger costs
Bigger costs are acceptable , only when you get bigger income.

Eve is not gaining players , but loosing them.
Mario Putzo
#797 - 2014-07-15 18:19:26 UTC
Eve isn't a Universe. It is a Galaxy like the Milky Way,

Solar System is part of a Regional Neighborhood is part of a Galaxy is part of a Supercluster etc.

http://www.wallpaperfly.com/thumbnails/detail/20120313/science%20outer%20space%20galaxies%20solar%20system%20earth%20milky%20way%20diagram%20solar%20interstellar%20neighborhood%20lo_www.wallmay.com_54.jpg

New Eden would take the place of the Milky Way in this picture set.

In regards to expanding the size of New Eden. CCP should consider making interregional travel all out of jump/bridge range, except by gate travel. Similar to the connection between Tenal and Cobalt Edge. In addition to this make Capitals capable of jumping gates.

In regards to Supers and Titans. It is my strong opinion these get downscaled and become tech 2 branches of Dreads and Carriers, and rebalanced to fit into the Capital ship size. From there CCP can essentially create a rebalanced Capital Ship class, where all 4 ship types perform varying fleet roles, similar to other ship class sizes.

Harvey James
The Sengoku Legacy
#798 - 2014-07-15 18:25:48 UTC  |  Edited by: Harvey James
capitals are too cheap nowadays ...
supercarriers should have its own skillbook which CCP have admitted ..
and there needs too be T2 versions ... so instead of 1 carrier does all at T1 level .. there should be T2 versions of each individual role .. with T1's becoming more basic

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Dr Cedric
Science and Trade Institute
Caldari State
#799 - 2014-07-15 18:53:11 UTC
Spugg Galdon wrote:
As I, and another has stated earlier, how about we remove instant teleportation.

I would suggest doing this by:

Step one: Cyno is dropped.
Step two: Portal is created (bridge). This portal is essentially two wormholes. One at the Cyno and one at the location of the portal creator. Inbetween these two portals is a new type of space called "Jump Space"(J-Space). It is just like W-Space but it looks like the old "Recon Mission Nebula". Inside J-Space there are no celestials. Just two portals on the overview which are however many AU's apart as the lightyears distance between the two systems being jumped to x5. A 14ly jump (maximum jump range I believe for a carrier) would have a 73 AU J-Space system to cross. This distance would take a capital ship 60 seconds to cross without any warp speed modifiers.
Now, Because the portal is two way and can be entered on the Cyno end you can send a ship into the portal to interdict the incoming fleet. You also have time to kill the cyno ship unless it's got support with it which prevents a single cyno pilot from bringing 1500 of his friends to the fight instantly. He'll need to enter system with support to "Hot Drop" to keep the cyno alive or Cyno in at a safe spot.

J-Space is weird space and would have negative effects on your ship like reduced resistances and capacitor recharge rates etc etc. These would be designed to make fighting in J-Space undesirable but not impossible. It would also have weird mobility effects like very large increases in agility but decreased max velocity (cuts align times but stops bonkers mobility stuff happening in J-Space)

Potentially, a fleet that is interdicted in J-Space and the exit portal lost could find themselves stranded in J-Space. Unless the entrance portal was kept open to retreat to.

It is now difficult to project power instantly without actually working at it.
JF's would require a little more than just a Velator cyno to get where they are going as someone could easily interdict the JF in J-Space or kill the cyno whilst the JF transits J-Space.

Additional:
Single jumping ships (Caps/Blops) would not create an entrance portal. Just an exit portal at the cyno and would jump directly into J-Space.


This is a super cool idea. It slows things down (a bit) and forces true logistical/tactical decision making on the use of Jump drives. To add to this, it should take 2 cynos (or perhaps it should be renamed to portal generator) to make this happen. One portal generator in the origination system, one in the destination system, those two have to produce the portal then link them. Then, once the portals are produced and linked, then the ships can start the process of traversing the J-Space. If either end of the portal is abruptly closed (SPIES!!!) then the ships still in J-Space would get dropped in a random location anywhere in New-eden. This would also place a suspect flag on that ship (or whichever flag it is that gets rid of concord) and so if your titan accidentally ends up in New Caldari, then you can bet your blessed ASSurance that everyone and their mother will come to drop you.

It could be fun :)

Cedric

Shirolayyn
Nemesis Logistics
Goonswarm Federation
#800 - 2014-07-15 20:10:52 UTC  |  Edited by: Shirolayyn
Hi all,

removing jump capability entirely probably is too much - but I agree that something should be done. I particularly endorse the idea of the destruction and hacking mechanic of stations.

I propose some other ideas that some of my corpmates and myself discussed:

- limit the number of souverenity a corporation can hold by the number of members of that corp. Suggestion is to use log(members)+1, i.e. 1 System for up to 9 members, 2 Systems for up to 99 etc. This will make huge holding corps as used by big alliances impossible. The Empire strikes back, by restricting sov awards. (Capsuleers are currently way to powerful, so CONCORD and the empires may devise such tactics to devide them)

- replace the static security status of a system by a system that is linked to player activity in the system. The more activity, the lower the security status will become (as pirates find out that there is something worth to plunder). This could be linked to an already existing mechanic of the industry and military status of a system. Effect: populated systems with high military and industry levels get the best anomalies as well, supporting more players than systems with lower populations. On the other side, neglected systems will loose security status with time. Everyone can make his haven everywhere and prosper, and regions deserted of populations literally become a desert.

- pirate factions (including drones) should - as capsuleers do - squabble over territory with other pirate factions. And it may be that one side wins - and whole regions change pirate inhabitants. Capsuleers should be able to interfere and help one side or the other - thus choosing their pirate faction. Such pirate wars should have NPC ships fielded comparable to incursions. And if the new pirate faction wins, they attack any sov structures present to make their victory complete. If systems are unpopulated or too weak to defend, they will loose their sov structures. This will most probably change the pirate faction territory immensely (as I expect Gueristas and Sanchas gain territory as I expect drones to loose territory). As an added gimmik, pirate factions that already lost much territory might get more ferocious, fielding larger or more dangerous fleets to conquer new turf.

Just some thoughts.

Shirolayyn