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Pre-CSM Summit Nullsec and Sov Thread

First post First post
Author
Baygun
Brutor Tribe
Minmatar Republic
#181 - 2014-09-12 17:00:23 UTC
Why not halt ISK generation in Null and allow Alliances holding SOV to emit their own currency (that can be exchanged to other currencies and ISK as well)?

Having that humans can create weapon from every tool, I guess a lot of content shall be generated.
CCP has (had) and expert in economics and finances in their team - use it :)
Tzar Sinak
Mythic Heights
#182 - 2014-09-12 17:08:14 UTC
Fluffi Flaffi wrote:
Eliminate the local!

Let it work like in wormholes.

Makes all the the things that are done in 0.0 more interesting and challenging. It will cause more conflicts and if I understood you the right way the last 1-2 years, this is what you are striving for at the moment. Stay true to yourself in that Position.

I could list pro and cons here now, but I leave that to 0.0 inhabitants as I seldom go to 0.0.
But I know how interesting it is in wormholes to not know if there is somebody and if, how much and who is there and then you have those moments where: knock, knock, point, pow - surprise comes to you. :)



I really think it is time to remove local too. After all if you want to know how many people are in a system, watch the TiDi increase.Big smile

granted this does not "fix" sov but would be very good for the health of the game.

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Check out the Eve-Prosper show for your market updates!

Captn Hammer
The Scope
Gallente Federation
#183 - 2014-09-12 17:17:31 UTC
Minty Aroma
Deep Core Mining Inc.
Caldari State
#184 - 2014-09-12 17:17:53 UTC
Get Recons, Logi and Black Ops sorted, pronto! They need some love too :(
Reiisha
#185 - 2014-09-12 17:19:35 UTC
I honestly, truly hope that the one and only motto for the nullsec revamp is the following:

"Reward activity, not passivity!"

Drill it into your minds - Any system that results in stagnation in nullsec warfare (as it happened now) is passive, not active.

If you do things right, people won't be sure you've done anything at all...

Tzar Sinak
Mythic Heights
#186 - 2014-09-12 17:29:41 UTC
Serendipity Lost wrote:
Tzar Sinak wrote:
God Arthie wrote:
CCP Fozzie, i hope you wouldn't take it personally and I'm not being rude or anything, but when you WILL get fired from CCP 80% of the people who play eve would be finally happy =). And I think many of those who left for other games, because of your bad judgment, will come back and EVE will grow and not rot.
Hope you have a nice day.


People who insist on attacking individual CCP members fail to appreciate that often those members (Fozzie for example) are the public face of a larger group. Insisting upon pouring your hate and derision on one individual is counter productive.

We have all had reasons to be upset about various changes CCP has been making. My disappointment came about with various elements in Odyssey. What I am interested in is the overall health of the game and not just one element of it. After all if the game as a whole does not grow then that single element will not matter; the game will shut down.

Finally, insisting on leveling personal attacks on CCP simply demonstrates a closed minded vision of any possible growth. I encourage the various posters that believe personal attacks and negative feedback as being constructive rethink your approach. You simply do yourself a disservice in the eyes of many that contribute to the forums not to mention CCP.



Personal attacks aside. If one is paid to be the face of a group, it would be reasonable to expect to get some rotten tomato on ones face when things go horribly wrong. Are you suggesting that we the good citizens of eve should just accept dookie from above and sit quietly? Humanity has a long history of shooting messengers. If a dude signs up for messanger duty (esp in a video game forum) then I think it's reasonable to see this sort of thing coming.



It is far from reasonable. Simply because something is not likely by some people does not make disliked by all the people. Attack the problem not the messenger. Personal attacks have no place in any civil society, even a video game forum.

Hydrostatic Podcast First class listening of all things EVE

Check out the Eve-Prosper show for your market updates!

Heat-seeking Moisture Missile
Deep Thought Labs
#187 - 2014-09-12 17:34:46 UTC
oh.. as an add-on to my list from earlier..


- Set a Max # of systems an alliance can hold sov in Cool ( make it a low number )
Serendipity Lost
Repo Industries
#188 - 2014-09-12 17:50:10 UTC
Take off those rose colored glasses and smell the coffee. Civilization is anything but civilized. Don't try to push your dumb ideals on me or the rest of the human race. We suck. We wage war. We ****, pillage, enslave and exploit each other. Just because we want peace and harmony won't make it so. You want the world to be civil... join the peace corp or better yet vote conservative instead of liberal.

Don't pass judgement on humanity - you're not qualified.
Don't be niave enough to think you can force the world to meet your ideals (starting on a video game forum is just crazy)


Fire Fozzy for the sake of the civilized world. End tyranny. (think Bill Murray here) "COME ON... WHO'S WITH ME?"
Sniper Smith
Center for Advanced Studies
Gallente Federation
#189 - 2014-09-12 17:53:50 UTC
Another idea I've had before..

Moons, they are one of the things that help drive some null conflict, so make them "Depletable".. After a few months it'll be empty, a new one will "spawn" somewhere else with its type of material.. after a few months the old moon will respawn as some other material type.. thus meaning that where the good/bad moons are will always be changing, hopefully making alliances want to fight to get the best ones again..
Mr Grape Drink
Doomheim
#190 - 2014-09-12 18:00:18 UTC
I think a shift of sov from system-based to constellation-based would be helpful:

1) Have a single IHUB per constellation - This would reduce startup costs for smaller groups to get into sov, as well as help curb the structure grinding. Then you could shift the upgrades towards a constellation wide effect as well. This would help curb the cloaky afk campers as all systems would be equally upgraded for both combat and industry anoms.

2) Keep SBU's as a way to shut down the spokes (systems) on the hub (constellation). Where when a system has an active SBU it neither gains the effects of the IHUB nor lets activity in the system contribute to the constellation bonuses. Again, this lets smaller guys get into disabling the bigger guys at a relatively cheap cost. One SBU per system - this makes life easy, and gets rid of the silly defensive SBU's. Of course with no effects of the IHUB this would mean the jump bridges would be offline. Screw with force projection - check.

3) Once a certain amount of systems have an SBU, you can hit the IHUB. This means you still need a decent force to fully take sov, which allows some love to the bigger guys, but makes them decide do they want to save constellation A or focus on keeping their upgrade networks going between constellations B-Z.

4) Profit

Of course there would be the issue of constellations that are currently with mixed holders. One solution would be to give it to one who holds the majority. Given a tie, drop sov and let them duke it out!

Also as for TCU's...Axe them. Its silly either way to have to have a tcu to claim sov and then and IHUB to make it worth anything at all.
Cresil Aldent
Primordial Trading Fleet
#191 - 2014-09-12 18:17:04 UTC  |  Edited by: Cresil Aldent
While I have no suggestion for Sov warfare redesign as such since I have not really participated in it yet. You may want to discuss the Ideas behind Player stations themselves as well while redesigning sov.

At the moment there is no way for them to be destroyed (that I know off). This is leading to stations slowly but surely being built all round sov null. Perhaps an ability for Sov holders to destroy their stations would be worthwhile....so a force can capture a system burn it to the ground and move out again.

I'm sure there are problems with this iddea but I think the design behind the stations themselves should be considered while redesigning the sov system so please add this into your thought processess
Wormhole Wormholes
Wormholes WH
#192 - 2014-09-12 18:28:20 UTC

Change Moon Harvesting and make it MOON PI, copy what you do for PI System and apply it to MOONS.
Ruric Thyase
Star Frontiers
Brotherhood of Spacers
#193 - 2014-09-12 18:30:45 UTC
Just two cents:

1) It has been said by a few people in this thread, but I think what could really benefit the state of null is changing local from its present state to the local used in WH space. I think that if you speak in local, every can see you in local. If you are docked in an outpost, you can see the people in an outpost. It adds a huge dynamic in the ability for people to create solo or small content without being reported 5 regions away. If I take out a 15 man fleet to go look for a good fight, either everyone docks up, they form a bigger gang, or both. It doesn't even have to be permanent, with your new release system you guys are able to test things and see how they work. Give it 6 weeks with WH local chat on top of the other changes and see the effect itll have.

2) Destructible outposts. It has to happen. Someone earlier mentioned either destroying it completely, or 'capturing it' by having the owner surrender under a grace period to evacuate ships. I don't know if you can make this a mechanic ie Alliance A surrenders outpost to Alliance B. Alliance A has docking permissions for 24 hours. After 24 hours Alliance B has the docking permissions. Destroyed outposts destroy all assets in the outpost. Risk v Reward.

3) Cycle moon goo to a different moon every week/fortnight/month/formula calculation in the system/constellation/region/universe and make it purely random as to prevent 3rd party mapping. Diminishes income from R64 by constantly having to find the new one and reinstall the POS.

4) One fear that I have of having to "work" the sov to own it is there is the possibility of the mentality of "If I can't have it, nobody can" (I mean look at Russia burning Stalingrad during WWII). Just because people lose sov because they don't work the sov doesn't mean they can't come in and shipwreck you and your fledgling group of friends.

5) The suggestions of gate and outpost guns and constructing stargates are interesting, but I do not think they are a solution to the current situation. It seems like unless they are accompanied by the more serious changes to force projection and apex force, they will only further entrench the state of play in null.

I am not nearly as experienced as the solutions to force projection and the apex force, but I am going to talk about it anyway because Mittani.

For the coalitions to maintain effective force projection there are presently three separate methods:

1) Jump Bridges
2) Titan Bridges
3) Cyno Chains

Titan bridges are preferred to Jump Bridges since the enemy cannot map them and the location of Titan is more secretive. Unfortunately they are ruled by two separate mechanics and thus would require two separate fixes. One related to the POS code, one related to a module. I don't have much to offer CCP in potential ideas for solutions, just wanted to bring it to the attention. The initial thought I had with Jump Bridges reminded me of how Napoleon was successful in supplying his troops through depots and not a train, enabling him to move his armies quickly. Unfortunately you now have Napoleon and Wellington and neither wants to go to Waterloo.

The third option is probably the strongest method of force projection as well as the easiest to obtain. One cyno is lit and any number of ships are able to jump to the beacon. The fearsome and terrifying Velator summons a horde of hundreds of capital ships for the mere cost of 250-500 Ozone. There-in lies in my opinion the largest problem with force projection, Electronics V Cyno I, a mod and some fuel that fits in the first ship you fly in EVE.

Possible solutions that others may have said or that I can think of are:

1) Increase the size and fuel cost of the cyno mod such that it will only fit on BS hulls, limit it to Carriers, Dreads, JF, and Rorqual. Limit the number of ships allowed through a cyno before it is 'collapsed'
2) Introduce a capital cyno module that can cyno in Supers and Titans. Follow same principle about the cyno beacon 'collapsing' requires cyno V
3) Introduce a ship hull and make it the only ship capable of fitting the cyno modules.

Lokken Load
Doomheim
#194 - 2014-09-12 19:10:14 UTC
I am very noobish, but after reading about the force projection 'problem' of capital ships moving from one side of the universe to another in record time, here is my suggestion:

Make cyno and titan bridge travel dangerous.

I don't know the exact lore mechanism of stargates, but I would postulate that they create an artificial wormhole with stabilizing points at both ends and are completely dedicated to doing that. POS jump bridges also, but they are much less efficient and POSs have other things to do anyway.

So - travel through stargates is completely safe.

Travel through POS bridges is mostly safe, but anything which can't go through a stargate can't use a POS bridge either.

Cyno travel isn't secured with two endpoints, so here is where it gets dangerous.

The more mass through a cyno or titan bridge, the more dangerous it becomes. Danger includes ship damage and possible dropping out along the way, including into wormhole systems. The longer the jump or the longer the cyno/bridge is on the more damage that accumulates.

So small gangs of large ships or large fleets of small ships get through with minor damage. BIg fleets of large ships jumping long distances arrive with lots of damage, possibly shieldless with armor damage, or even completely destroyed or lost along the way.

Imagine trying to jump a 200+ fleet of capital ships only to have half of them scattered along the route and the other half arriving severly damaged.
Alundil
Rolled Out
#195 - 2014-09-12 19:15:12 UTC
Fonac wrote:
...make cloaking in one system impossible or hard...

Uh huh. Thought you'd slip that one by everyone did you?




IMO, the main issues with Sovereignty now are:
1. Too much EHP/Structure grind
- This, as has been said, makes it nearly impossible for smaller, non-coalition sized, groups to contest and perhaps take sov
- There are many reasons for this (e.g. capital/super capital proliferation and instant teleportation, timers that allow more than enough time for massive fleets to form thereby negating the actions of the smaller group by default, etc).
2. No compelling reason(s) to fight for more/other space
- For the large coalitions/blocs there are no active conflict drivers based on ingame mechanisms (depletion of resources, different required resources (other than ice but who's going to fight over that)
- Renter income is no the 'de facto' alliance income stream and if it covers alliance costs (sov/srp/etc) there is literally no reason to entertain further soul-crushing structure grinds for x more renter systems
3. No need to be present in "held" systems
- Unless your system is attacked by one of the other 2-3 major bloc powers there is literally nothing that might require you to be there in space doing anything

Possible changes (whether solutions or not remains to be discussed/seen/tested/validated)
1. Reduce, significantly, the EHP of sov-based structures
- Or remove most/all of them in lieu of a different mechanic
- Investigate the ease of transit and extreme distances provided by sov-related items (jump bridges and titans) and look to tone down or alter those mechanics as it shouldn't be possible to traverse the known universe in mere minutes with the slowest ships in the game
2. Look at changing the way in which resources for production are sourced
- Depletion of resources and/or worsening qualities of resources ought to be looked into (i.e. Ice anoms moving/depleting) specifically with regards to moon products
- add player interactive methods of acquiring moon products that exceed the efficiency of automated moon mining arrays (more risk more reward)
- make siphons actually worth deploying and correct the api issue that effectively negates their impact for those groups watching the API for this (read: most of the big blocs)
3. Implement mechanic changes to incentivize groups to actual live in, use and defend their space at other points besides "timers"
- Farms and fields, Occupancy-based, Activity-based whatever works best without further crippling the chance/ability for a smaller group to strike a claim
- Sov costs for ever more systems should be altered - owning more space should incur further costs and at extreme levels of ownership (i.e. blue donut) extreme costs should be in play

Obviously these need/want a lot further discussion to gauge feasibility. But those are the things I think, in general, most in need of revamp.

I'm right behind you

God Arthie
Lowlife.
Snuffed Out
#196 - 2014-09-12 19:15:12 UTC
Tzar Sinak wrote:
Serendipity Lost wrote:
Tzar Sinak wrote:
God Arthie wrote:
CCP Fozzie, i hope you wouldn't take it personally and I'm not being rude or anything, but when you WILL get fired from CCP 80% of the people who play eve would be finally happy =). And I think many of those who left for other games, because of your bad judgment, will come back and EVE will grow and not rot.
Hope you have a nice day.


People who insist on attacking individual CCP members fail to appreciate that often those members (Fozzie for example) are the public face of a larger group. Insisting upon pouring your hate and derision on one individual is counter productive.

We have all had reasons to be upset about various changes CCP has been making. My disappointment came about with various elements in Odyssey. What I am interested in is the overall health of the game and not just one element of it. After all if the game as a whole does not grow then that single element will not matter; the game will shut down.

Finally, insisting on leveling personal attacks on CCP simply demonstrates a closed minded vision of any possible growth. I encourage the various posters that believe personal attacks and negative feedback as being constructive rethink your approach. You simply do yourself a disservice in the eyes of many that contribute to the forums not to mention CCP.



Personal attacks aside. If one is paid to be the face of a group, it would be reasonable to expect to get some rotten tomato on ones face when things go horribly wrong. Are you suggesting that we the good citizens of eve should just accept dookie from above and sit quietly? Humanity has a long history of shooting messengers. If a dude signs up for messanger duty (esp in a video game forum) then I think it's reasonable to see this sort of thing coming.



It is far from reasonable. Simply because something is not likely by some people does not make disliked by all the people. Attack the problem not the messenger. Personal attacks have no place in any civil society, even a video game forum.


Check out the jump/distance change on the forums. There you will see many people attacking the idea(before it was a problem), the problem itself and trying to solve it, do you see the results(as i only see "we care" and not a sing f**k is given) ?
Yroc Jannseen
Deep Core Mining Inc.
Caldari State
#197 - 2014-09-12 19:25:42 UTC
One of the things people seemed to find interesting about B-R, was the idea that the fight "ballooned" and there was conflict in multiple systems beyond just the main fight.

I don't know that I like the idea of constellation Sov, but the idea of strategic advantages being spread across a constellation is interesting. Keep the existing I-hubs and upgrades, but make the function of certain things reliant on a super hub or super upgrade, per alliance, per constellation. Maybe it's not it's own structure but instead a POS module. Or even some sort of super Control tower.

People like to ***** about local as an intel tool, well I'm sorry, but if you own the space you should have some advantage. So let's split the difference a bit. What if local as it exists now was tied to this constellation strategic hub. What if Cyno jammers and jump bridges were also tied to this strategic hub? What if you could "jam" the connection between this hub and other systems by using a deployable? What if reinforcing the POS made the connection intermittent (Functionality would flicker on and off). Destruction of course would take out functionality all together. This means more for a defender to defend but also more for an attacker to attack.

The other thing that I think is interesting is an idea that was mention during the AT about "weather like" effects. A few months ago before the CFC's full on deployment to Delve, we were routinely canoeing capital fleets down from Dek for timers. There was a ton of monotony in this and we would use the same cyno chain each time through the same systems etc.

An interesting thing happened one day. Somebody was slow or joined late and ended up a jump behind everyone else. Suddenly he cries out that the system he was in, was now incursioned. Minutes after the bulk of the fleet had gone through an incursion dropped into one of the mid points. We could no longer use that mid on the way back.

In the grand scheme it was a minor inconvenience that meant one cyno had to be moved. But it was one of the few times I have ever seen the environment in Eve jump up and suddenly cause a fleet to make a, albeit minor, change in plans.
Feka
Magellanic Itg
Goonswarm Federation
#198 - 2014-09-12 19:26:34 UTC
Ocih
Space Mermaids
#199 - 2014-09-12 19:30:06 UTC
Heat-seeking Moisture Missile wrote:
oh.. as an add-on to my list from earlier..


- Set a Max # of systems an alliance can hold sov in Cool ( make it a low number )


Based on a skill. They need to fix corp management first though.

Director of system Sov, Director of planetary Sov. Director of Orbital Sov. One for System, planet POCO and POS deployment.

That system isn't exclusively geared to regulate Sov and Null either. The ability to plop down 2000 Gantry in HS and ride tax is pushing the boundaries of how much control small numbers of players should have over the game world. We have a Sov skill book now. It doesn't actually have anything to do with Sov though. I'd also like to see a 'passport' system added, where I add my citizenship to a system and citizens are required to take Sov.

Scenario, If I have a 4 characters in a corp with Sov 4 and Director of Sov permissions, that's 16 systems. It's still possible to manage an empire alliance. Throttles are needed, not hard barriers.
CIA Agent
Colonial Industries
#200 - 2014-09-12 19:40:47 UTC
After Reading all the posts in here i would have to say that 99.99% of every idea in here is terrible. you all complain to CCP that they never listen to the player base, well thats because you all offer ideas without looking at the big picture or the ideas you offer are all self serving nonsense.

i see many posts with Force Projection being a problem. CCP just increased the cost of moving anything with a jump drive. i believe it was a 50% increase on consumption and they knocked down the M3 of the fuel by 30%. to move a massive cap fleet around now actually does cost money. If you do anything else to Force Projection your not going to really hurt the 0.0 empires, your going to hurt the little guys in 0.0 and low sec.


i see a lot of posts about "ooo 250 archons ... we cant beat them ccp help us".. why should CCP help u defeat your enemy? i thought that was your FC's job. during the Halloween war we saw the N3PL Slowcat Fleets decimate CFCRUS fleets because CFCRUS used domis to "prove how broken" sentry drones were. so instead of actually coming up with a realistic counter they dropped 2,000 sentry drone domis on 450 Slowcats knowing full well they were not going to be able to do anything. then they came up with the Omega Fleet witch was a counter to the slowcat fleets but never was used properly. how about instead of useing 250 naglafars and 2000 domis and crashing the node (according to CCP a bug made the node crash and is now fixed) try using 200 Maelstroms with 1400 artys on them supported by logi ofc. Drone assist is already nerfed and 200 Maelstroms can insta pop slowcats. so i mean its all about using your head on this one instead of driving the mittani's goal to get certain ships nerfed. if you dont believe me on that one look back to the northern war between Raiden and CFC. CFC deployed high sig ships (Maelstroms) against Tracking Titans knowinf full well if they lost enough of them to 50 titans that they could make their case that tracking titans are OP and then they get nerfed)

Large Coalitions, TIDI and extremely high EHP Structures are the only reasons 0.0 is stagnate. we cant do anything about coalitions and if smaller groups want to get into 0.0 please dear god why dont u all instead of crying on the forums about how hard everything is and try to make your own coalition... Brave newbies did it. Provi Block are not a large coalition an yet they hold a region.

just remember nerfing things hurts the little guys more then it does the big empires. nerf titan range the little guys have to expose their titans to risk as to where big empires will just deploy one of the 100 they have. want less titans in game? make them cost more.. less supers? make them cost more...also its not subcap battles that make the news... its big capital fights that make the news.. which gives CCP exposure

stop trying to get CCP to do all the work for you and figure things out for your selfs.