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Power Projection - Spread out Regions

Author
Rivr Luzade
Coreli Corporation
Pandemic Legion
#21 - 2014-09-03 22:02:54 UTC  |  Edited by: Rivr Luzade
Andy Koraka wrote:
If you want to promote stagnation and discourage conflict that's the way to to it.


We have that already, hence I don't need to promote anything. And as far as I understand it, your block and CFC are very happy with the stagnation. I wonder who's the one to blame for this situation. Roll

Anyways, as stated in my comments and as pointed out by others, expanding the universe alone is not enough. It requires a huge number of changes and method/mechanic/functionality changes in addition. With the current sov system, for instance, you cannot expect to see any change at all, as things like you described would be very well possible to happen.

More importantly however, a change in the attitude towards the hobby that EVE is, has to take place. If the players simply want to keep the current status, any suggestion to change this in whatever way is futile and a waste of time writing such threads and comments. I for myself want change, a lot of change, so much changes that it indeed turns the game into a new game in the end. A game that gets rid of this Shooter-esque style that EVE is turning into right now, and more towards a better space sim, where the shooter element is just one tiny aspect of the game that cannot and should not outshine or thwart the other aspects of the game. Everyone in an alliance has to contribute to the alliance, not just wait for Jabber pings to log in for quick content.

And with regards to your Renter Empires: I rather mean smaller scales, like what Spears of Destiny do or Unthinkables, but I guess it will always condense back into this big monotonous mess after some time.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Sigras
Conglomo
#22 - 2014-09-04 07:09:15 UTC
Rivr Luzade wrote:
If a complete rewrite of the game is necessary to make it interesting again and induce change ... I can live with that. Blink

I mentioned WH usage and JF to get your needed materials and equipment, which are not producible in your location, to your homes.
If that doesn't pan out as expected in test phases (prohibitively expensive or just too cumbersome to realize, for instance.) I would also be inclined to give regions in this "new game" a more equal spread of moon minerals or materials or methodes (ring mining, anyone?) that are then required for T2 production.
Correct me if I am wrong, but moon minerals haven't really been a great conflict driver for years; the last conflict over moon minerals was the time when CFC took over the north for their Technetium Cartel. In a universe with a wider spread and thus harder to maintain big empire, it would be even less likely that moons in Deklein drive conflict with people in Cache.

Im not sure how JFs are going to get your needed materials if you cant cyno into your region...

That being said, i think this could work if you were to make a POS module beacon which you could cyno to at 2x range, so you could bring your cap fleet in but you would have to make a "beach head" with a sub cap fleet first... That said, I dont think this is a great solution as it makes it extremely difficult to uproot an entrenched defender.
Adrie Atticus
Caldari Provisions
Caldari State
#23 - 2014-09-04 09:01:16 UTC
Sigras wrote:
Rivr Luzade wrote:
If a complete rewrite of the game is necessary to make it interesting again and induce change ... I can live with that. Blink

I mentioned WH usage and JF to get your needed materials and equipment, which are not producible in your location, to your homes.
If that doesn't pan out as expected in test phases (prohibitively expensive or just too cumbersome to realize, for instance.) I would also be inclined to give regions in this "new game" a more equal spread of moon minerals or materials or methodes (ring mining, anyone?) that are then required for T2 production.
Correct me if I am wrong, but moon minerals haven't really been a great conflict driver for years; the last conflict over moon minerals was the time when CFC took over the north for their Technetium Cartel. In a universe with a wider spread and thus harder to maintain big empire, it would be even less likely that moons in Deklein drive conflict with people in Cache.

Im not sure how JFs are going to get your needed materials if you cant cyno into your region...

That being said, i think this could work if you were to make a POS module beacon which you could cyno to at 2x range, so you could bring your cap fleet in but you would have to make a "beach head" with a sub cap fleet first... That said, I dont think this is a great solution as it makes it extremely difficult to uproot an entrenched defender.


Normal freighters through the gate is implied in the post.
Rivr Luzade
Coreli Corporation
Pandemic Legion
#24 - 2014-09-04 09:30:35 UTC  |  Edited by: Rivr Luzade
No, normal freighters are not implied. And I have not said that the universe should be completely insular so that no cap can jump to another region. That would not be logical and just lead to more frustration. JF still can jump to your region, it just involves a lot more effort and travel time/cynos to do it. This way, you still have the necessary logistics capacities to import things that you can't produce on your own, but it discourages the use of these tools to import every tiny little bit of equipment into your home.

Freighters absolutely don't work in EVE in Low sec and 00 sec. That's never going to change and thus they should never be considered as a tool of transportation into these areas.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

baltec1
Bat Country
The Initiative.
#25 - 2014-09-04 10:07:44 UTC
So what is stopping us from dumping the 1000 megathrons on you?
Arla Sarain
#26 - 2014-09-04 10:10:44 UTC
ShahFluffers wrote:
Make more cyno alts. Log them off in space until needed. Nothing changes.

CCP gets more money.
Rivr Luzade
Coreli Corporation
Pandemic Legion
#27 - 2014-09-04 10:15:13 UTC
baltec1 wrote:
So what is stopping us from dumping the 1000 megathrons on you?


Nothing. Also an insular universe would not stop that. Only players can stop it. Blink

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

baltec1
Bat Country
The Initiative.
#28 - 2014-09-04 10:16:58 UTC
Rivr Luzade wrote:
baltec1 wrote:
So what is stopping us from dumping the 1000 megathrons on you?


Nothing. Also an insular universe would not stop that. Only players can stop it. Blink


So nothing changes.

See this is the problem, you cant nerf power projection and trying to will not fix any of the problems with null sov.
Rivr Luzade
Coreli Corporation
Pandemic Legion
#29 - 2014-09-04 10:21:19 UTC  |  Edited by: Rivr Luzade
baltec1 wrote:
Rivr Luzade wrote:
baltec1 wrote:
So what is stopping us from dumping the 1000 megathrons on you?


Nothing. Also an insular universe would not stop that. Only players can stop it. Blink


So nothing changes.

See this is the problem, you cant nerf power projection and trying to will not fix any of the problems with null sov.


That's why I and others stated that such a change alone does not work; the rest of the game needs to change as well. Blink

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Zan Shiro
Doomheim
#30 - 2014-09-04 10:55:26 UTC  |  Edited by: Zan Shiro
Spaceman Jack wrote:
Instead of directly nerfing the ships - spread out Regions, so that "Region A" is out of cyno jump range of "Region B." Making each region it's own island.

Want to invade a region? You cannot just spam it with caps. You need to establish a presence with a smaller force and entrench yourself to bring the big guns over, giving regions and sov. mechanics the some badly strategies of Attrition and Defender's Advantage.


EDITED: For Clarity




wh's said hi....only caps in system are the one's you build there. Like this idea...now you know where to go and get it right now. Well wait a bit, DT is soon based on my clock.


All you'd be removing is hole collapse mechanics. But you'd have it a major pita to get there conventional. I know, blah blah titan drops. I have been in space poor alliances. Nightly outtings 25 jumps 1 way in bs are not fun. the ride back even less fun. You pissed in someone's cornflakes...they opted to not jump you on the pos when a lost cause. They opt for payback on your exiting of the area. Sometimes....they make your leaving really really fun.

Long story short...this would be more stagnant than current 0.0. Hard to get to, caps on gate camps and you have no backdoor option to sneak in behind them. Wh's at least give the option to maybe lay low and sneak around abit if no one scans you. While I know the afk cloaky threat is the greatest threat to all of eve kind....afk cloaky but not scaring anyone since no hot drops possible is not going to reclaim that space.




edit: well that and you can get this in 0.0 too now. cyno jam all your systems. While they don't stop blop operations...it be really cool to see ninjya warfare reach new levels as we'll say PL or goons covert cyno's in blops,bombers and recons to blot out the sun. That be a hot drop I would love to see actually.
baltec1
Bat Country
The Initiative.
#31 - 2014-09-04 11:33:35 UTC
Rivr Luzade wrote:
baltec1 wrote:
Rivr Luzade wrote:
baltec1 wrote:
So what is stopping us from dumping the 1000 megathrons on you?


Nothing. Also an insular universe would not stop that. Only players can stop it. Blink


So nothing changes.

See this is the problem, you cant nerf power projection and trying to will not fix any of the problems with null sov.


That's why I and others stated that such a change alone does not work; the rest of the game needs to change as well. Blink


But you cant nerf power projection, we will always find a way to deploy our power. What you need to do is remove the need to project that power.
Zan Shiro
Doomheim
#32 - 2014-09-04 12:46:13 UTC
baltec1 wrote:


But you cant nerf power projection, we will always find a way to deploy our power. What you need to do is remove the need to project that power.



This will always be the issue. crew like yours would just get titan chains as close as possible and walk it from there.

That and if these new pockets are real nice isk making wise...the harder to get isolation just make them higher target sites really.
Why fortress delve has been fought over alot beyond the whole goons/bob/then it/then it kicked out again thing and on to new wners. Take away that caod meta crap (I do...do I get a mix of gf's and isk making, well then sign me up and I let other get sucked into the spaceship soap opera lol)....I found it to be some damn good isk making space really. Lived in crappier places for sure.


Sigras
Conglomo
#33 - 2014-09-04 23:59:51 UTC
Rivr Luzade wrote:
No, normal freighters are not implied. And I have not said that the universe should be completely insular so that no cap can jump to another region. That would not be logical and just lead to more frustration. JF still can jump to your region, it just involves a lot more effort and travel time/cynos to do it. This way, you still have the necessary logistics capacities to import things that you can't produce on your own, but it discourages the use of these tools to import every tiny little bit of equipment into your home.

Freighters absolutely don't work in EVE in Low sec and 00 sec. That's never going to change and thus they should never be considered as a tool of transportation into these areas.

The problem is that it's binary... either you can jump caps in or you cant.

If you can then nothing changes and one cloaky cyno alt can instantly teleport in 248 if his closest friends with no effort or risk.

if you cant, then you cant make JF runs to your region unless you massively buff JF range which has its own problems...

If the goal here is to make space big again, then the answer is to add a spool up timer to jump drives so it takes exponentially longer to jump farther, and add a mass limit to cynos. Say 1 titan / 3 dreadnaughts at a time? Maybe a mass bonus to force recon ships so 2x mass for cynos lit by force recons?
Rivr Luzade
Coreli Corporation
Pandemic Legion
#34 - 2014-09-05 07:29:44 UTC
Sigras wrote:
[quote=Rivr Luzade]The problem is that it's binary... either you can jump caps in or you cant.

If you can then nothing changes and one cloaky cyno alt can instantly teleport in 248 if his closest friends with no effort or risk.

if you cant, then you cant make JF runs to your region unless you massively buff JF range which has its own problems...

If the goal here is to make space big again, then the answer is to add a spool up timer to jump drives so it takes exponentially longer to jump farther, and add a mass limit to cynos. Say 1 titan / 3 dreadnaughts at a time? Maybe a mass bonus to force recon ships so 2x mass for cynos lit by force recons?


True, but also not necessarily the way it would happen, because it depends on how the expansion is laid out. What I had in mind was sort of a star-like explosion.The center (High and Low sec) only experience no to moderate growth in distance, whereas the outer regions (deep Low sec to 00 sec) experience sort of exponentially growth in distance into all directions. This would mean that there are corridors on which caps (also JF) can travel (inside the arms of the stars), but it would also result in vast areas with no star system to jump to in between the arms as well as ever greater distances between stars the farther out you go.
Naturally, there are areas closer to each other at the base of the arms, which means that these areas are still easy targets for hot drops as well as for moderately costly capital movements. Hence, living there would still be an "adventurous" endeavor. Mostly, these ares would probably result in unclaimed wastelands, a sort of buffer zone with only a select few city states who oppose the threats. These areas would also function as base for assaults on deep 00 sec claimed space and therefore need to be monitored by the people who claim areas beyond this area - which requires coordination. Too much coordination and several arms join up to form the current blue ring of excitement and joy? Probably yes after some time. Can this be prevented at all? I don't think so; however, if all minerals are spread more equally the need for the already dead wars for resources would vanish completely or their need reduced. Wars could be fully for political reasons, eg. to keep an arm of the cluster claimless or an area close to yours claimless in order to make your homes safer, or simply because of the "It's yours, I want it!" mentality.
This would also result in corridors for JF movement, for instance, with several choke points where Elite PVPer can camp stations, and people who want to move things around in JF or other capitals need to coordinate their efforts in order to protect the cynos and caps in these choke point systems.

The star like explosion of the cluster could be explained with a gravitational disturbance, which weakened the gravitational binding forces in the cluster and as a result, the systems further away from the center were flung out farther.

A completely insular universe where every 00 sec region is outside the jump range of another? I am not completely against that, but I am also not convinced that it would be a good solution. It's just too extreme. I am also not opposed to the cyno ideas; as said such a further system spread cannot solve the problems by itself, there need to be changes in many/all areas of the game and the player attitudes.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Anthar Thebess
#35 - 2014-09-05 07:34:25 UTC
Spaceman Jack wrote:
Instead of directly nerfing the ships - spread out Regions, so that "Region A" is out of cyno jump range of "Region B." Making each region it's own island.

Want to invade a region? You cannot just spam it with caps. You need to establish a presence with a smaller force and entrench yourself to bring the big guns over, giving regions and sov. mechanics the some badly strategies of Attrition and Defender's Advantage.


EDITED: For Clarity


I suggested to block ability to jump / bridge between regions at all.
In order for a capital or super capital to change regions he have to use the XL sized regional gates.

Not all regions will be also connected using those gate sizes.
They are in direction of nearest NPC space.

Then again we will have epic fights on gates, as if you are able just to hold this gate !
Epic fights will happen.

baltec1
Bat Country
The Initiative.
#36 - 2014-09-05 07:44:18 UTC
Anthar Thebess wrote:
Spaceman Jack wrote:
Instead of directly nerfing the ships - spread out Regions, so that "Region A" is out of cyno jump range of "Region B." Making each region it's own island.

Want to invade a region? You cannot just spam it with caps. You need to establish a presence with a smaller force and entrench yourself to bring the big guns over, giving regions and sov. mechanics the some badly strategies of Attrition and Defender's Advantage.


EDITED: For Clarity


I suggested to block ability to jump / bridge between regions at all.
In order for a capital or super capital to change regions he have to use the XL sized regional gates.

Not all regions will be also connected using those gate sizes.
They are in direction of nearest NPC space.

Then again we will have epic fights on gates, as if you are able just to hold this gate !
Epic fights will happen.



This would make it even easier to hold our space.
Sigras
Conglomo
#37 - 2014-09-05 09:10:16 UTC
Rivr Luzade wrote:
True, but also not necessarily the way it would happen, because it depends on how the expansion is laid out. What I had in mind was sort of a star-like explosion.The center (High and Low sec) only experience no to moderate growth in distance, whereas the outer regions (deep Low sec to 00 sec) experience sort of exponentially growth in distance into all directions. This would mean that there are corridors on which caps (also JF) can travel (inside the arms of the stars), but it would also result in vast areas with no star system to jump to in between the arms as well as ever greater distances between stars the farther out you go.
Naturally, there are areas closer to each other at the base of the arms, which means that these areas are still easy targets for hot drops as well as for moderately costly capital movements. Hence, living there would still be an "adventurous" endeavor. Mostly, these ares would probably result in unclaimed wastelands, a sort of buffer zone with only a select few city states who oppose the threats. These areas would also function as base for assaults on deep 00 sec claimed space and therefore need to be monitored by the people who claim areas beyond this area - which requires coordination. Too much coordination and several arms join up to form the current blue ring of excitement and joy? Probably yes after some time. Can this be prevented at all? I don't think so; however, if all minerals are spread more equally the need for the already dead wars for resources would vanish completely or their need reduced. Wars could be fully for political reasons, eg. to keep an arm of the cluster claimless or an area close to yours claimless in order to make your homes safer, or simply because of the "It's yours, I want it!" mentality.
This would also result in corridors for JF movement, for instance, with several choke points where Elite PVPer can camp stations, and people who want to move things around in JF or other capitals need to coordinate their efforts in order to protect the cynos and caps in these choke point systems.

This is a different idea than the OP and honestly IMHO no better... All this would do is create an "outer ring" which is a no cap zone, but in order to get to it you have to go through the inner ring which is capitals online. All this would serve to do is reduce the number of choke points the large coalitions have to manage and create more hot drop proof ratting systems.

I used to think that in order to encourage smaller groups to get into 0.0, you needed to make defense easier to allow the small group to dig in against overwhelming odds... The problem is that any measures you put in place to do that helps the large group defend their huge swaths of space easier.

The way to get smaller groups in 0.0 is to make it far easier to disrupt things like moon mining and all sources of income. If their outlying space suddenly took constant maintenance and defense, large alliances would have to think twice about taking a moon they may not be able to defend 20 jumps away from their main systems.
Rivr Luzade
Coreli Corporation
Pandemic Legion
#38 - 2014-09-05 09:30:25 UTC
sigras wrote:

This is a different idea than the OP and honestly IMHO no better... All this would do is create an "outer ring" which is a no cap zone, but in order to get to it you have to go through the inner ring which is capitals online. All this would serve to do is reduce the number of choke points the large coalitions have to manage and create more hot drop proof ratting systems.


That is always a problem, but in a insular universe, which others have suggested (or at least how I understood their idea), is even worse in that regard. Hotdrop proof is not exactly true. There is still WH and gates, you can still bring BLOPS and Bombers/Stratios deep into enemy territory via these. And they work great to get things done and are "easier" to extract than a titan dropped fleet (unless you are CFC and just drop a Titan in a system and bridge the fleet out - which is in both an insular and my far stretched outer reaches harder to accomplish).

Disruption already exists, but as you stated, it also makes it a lot easier for the bigger entities to disrupt smaller entities than the other way around. Take the Siphons for example. They are nice deployables, but it just needs 1 person in a ceptor and a couple of guns on the tower to kill dozens of them throughout large areas of space. Or ESS's, you can just place them in a devilish hard anomaly and no one can take things from you, or you have your biggish fleet go around and rob/kill them from smaller entities.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

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