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Pre-CSM Summit Nullsec and Sov Thread

First post First post
Author
Azami Nevinyrall
172.0.0.1
#301 - 2014-09-14 15:01:07 UTC  |  Edited by: Azami Nevinyrall
Nerriana wrote:
baltec1 wrote:
Azami Nevinyrall wrote:


You completely missed my point, let me explain again...

If CCP puts Agents in Player Owned Stations, you are preventing most of the playerbase from accessing them!
If it's not balanced properly with the current map, people will ***** and complain. Followed up by accusations of favoritism. Then we all have to deal with people like Gevlon and his ass-backwards thought process.




Let them whine. Everyone would have the ability to take sov space for their own to get these things. Under our plan 80% of sov space will be freed up.



Here are couple ideas about Agents on Player Owned Stations:

ArrowAs CONCORD (and pirates) are neutral, so are the agents. Agent-bearing station must be open and accessible to everyone. As long as the agent is in residence (including a week-long "warning period" which sends notification to anyone with any items on station after owner cancels agents' contract), the station cannot be closed to anyone. This allows pirate population to control the carebear population and keeps carebears on their toes.

ArrowStation services are available to everyone at same price as long as agent is in residence. Profits from station services naturally go to the owning corp. Otherwise, if you want to get fancy, you could allow other corps to buy, install and maintain their own service modules and run a bit of competition...

ArrowStation owners naturally pay for the privilege of having agent(s) on station. This cost naturally escalates with mission levels available. This is, of course, in addition to normal station costs.


All good ideas here!

I highly doubt (for example) CFC liking the idea that anyone can dock in any of their stations that isn't CFC...doesn't matter if it has agents or not.

...

Adrie Atticus
Caldari Provisions
Caldari State
#302 - 2014-09-14 15:19:03 UTC
Azami Nevinyrall wrote:
Nerriana wrote:
baltec1 wrote:
Azami Nevinyrall wrote:


You completely missed my point, let me explain again...

If CCP puts Agents in Player Owned Stations, you are preventing most of the playerbase from accessing them!
If it's not balanced properly with the current map, people will ***** and complain. Followed up by accusations of favoritism. Then we all have to deal with people like Gevlon and his ass-backwards thought process.




Let them whine. Everyone would have the ability to take sov space for their own to get these things. Under our plan 80% of sov space will be freed up.



Here are couple ideas about Agents on Player Owned Stations:

ArrowAs CONCORD (and pirates) are neutral, so are the agents. Agent-bearing station must be open and accessible to everyone. As long as the agent is in residence (including a week-long "warning period" which sends notification to anyone with any items on station after owner cancels agents' contract), the station cannot be closed to anyone. This allows pirate population to control the carebear population and keeps carebears on their toes.

ArrowStation services are available to everyone at same price as long as agent is in residence. Profits from station services naturally go to the owning corp. Otherwise, if you want to get fancy, you could allow other corps to buy, install and maintain their own service modules and run a bit of competition...

ArrowStation owners naturally pay for the privilege of having agent(s) on station. This cost naturally escalates with mission levels available. This is, of course, in addition to normal station costs.


All good ideas here!

I highly doubt (for example) CFC liking the idea that anyone can dock in any of their stations that isn't CFC...doesn't matter if it has agents or not.


Well, destructible stations would be nice so we can pop the now useless stations with random people's belongings inside them, I'd like that very much. Have fun finding a station after they're all popped and only safety in system is either cloaking or erecting your own POS which will be immediately popped once you poop it out of the cloaky hauler.

I want balance in null, I don't want to turn it into NPC sov because we'd seize having sov null at that point. Can CCP take the hit of tens of thousands of subs with that move?
Azami Nevinyrall
172.0.0.1
#303 - 2014-09-14 15:22:02 UTC
Adrie Atticus wrote:
Azami Nevinyrall wrote:
Nerriana wrote:
baltec1 wrote:
Azami Nevinyrall wrote:


You completely missed my point, let me explain again...

If CCP puts Agents in Player Owned Stations, you are preventing most of the playerbase from accessing them!
If it's not balanced properly with the current map, people will ***** and complain. Followed up by accusations of favoritism. Then we all have to deal with people like Gevlon and his ass-backwards thought process.




Let them whine. Everyone would have the ability to take sov space for their own to get these things. Under our plan 80% of sov space will be freed up.



Here are couple ideas about Agents on Player Owned Stations:

ArrowAs CONCORD (and pirates) are neutral, so are the agents. Agent-bearing station must be open and accessible to everyone. As long as the agent is in residence (including a week-long "warning period" which sends notification to anyone with any items on station after owner cancels agents' contract), the station cannot be closed to anyone. This allows pirate population to control the carebear population and keeps carebears on their toes.

ArrowStation services are available to everyone at same price as long as agent is in residence. Profits from station services naturally go to the owning corp. Otherwise, if you want to get fancy, you could allow other corps to buy, install and maintain their own service modules and run a bit of competition...

ArrowStation owners naturally pay for the privilege of having agent(s) on station. This cost naturally escalates with mission levels available. This is, of course, in addition to normal station costs.


All good ideas here!

I highly doubt (for example) CFC liking the idea that anyone can dock in any of their stations that isn't CFC...doesn't matter if it has agents or not.


Well, destructible stations would be nice so we can pop the now useless stations with random people's belongings inside them, I'd like that very much. Have fun finding a station after they're all popped and only safety in system is either cloaking or erecting your own POS which will be immediately popped once you poop it out of the cloaky hauler.

I want balance in null, I don't want to turn it into NPC sov because we'd seize having sov null at that point. Can CCP take the hit of tens of thousands of subs with that move?


Can CCP take the hit of Subs when people are pissed they lost their collective EVE life?

Another good idea is that NPC entities take unused SOV space. Kinda like an Incursion!

...

Ninteen Seventy-Nine
Pator Tech School
Minmatar Republic
#304 - 2014-09-14 15:32:14 UTC
Oh look, it's going to turn into another thread of baltec trolling over and over that nerfing power projection won't nerf power projection.

baltec1 wrote:

Actually it doesn't. Moons these days generate about as much income per month as an ice miner.


And? So what? They don't add up? Everyone just ignores it when a 64 tower is about to drop because it's not worth it any more? People don't respond to api when they're getting siphoned because the isk isn't worth it?

"don't look at moons guys, nothing wrong here"

baltec1 wrote:

No not like now.
Under our plan it would be impossible to hold the massive territories we currently own. 80% of sov would drop, and yes, the entire goal of the change to null income is to get players to bunch up in just a few systems. CCP would also not be catering to a small portion of the population, literally everyone has access to missions in high sec anyway and with 80% of null sov up for grabs any corp/alliance can go out a take a system or three for their own.


What's the point of freeing up labels on systems when the actual space mechanics won't change?

The same blocs will exist and steamroll anyone that isn't a renter the first time they raise a flag. The appearance of the MAP isn't the problem here, what that map represents is.

This idea alone does absolutely nothing except maybe bring a few disillusioned out to the middle of nowhere to find out what happens when a small group tries to raise a flag in modern null.

baltec1 wrote:
We then have to deal with capitals....
Firstly, carriers are going to have to lose access to sentries and move to a fighter based platform...
Secondly, supers are going to have to lose their E-war immunity however they also need something big in return. Supers and titans must be allowed to dock in outposts...Lastly we must deal with their invulnerability to subcaps, this is covered in the next and most controversial fix.
Logistics are going to have to be nerfed if smaller alliances are to stand any chance in null. Equally, it is logistics that makes capital fleets impossible to kill with a subcap fleet. It is going to be painful, it will mean much bloodier fights and chances are I will be among the first to fall in any fleet engagement but if we want to fix null it must happen.
This is already happening. We are effectively untouchable to smaller fleets as they cannot harm us. With a logi nerf in place new tactics such as cheap in your face DPS fleets can dive into the heart of a baltec fleet and inflict a large amount of damage. Sure, we might hold the grid in the end but we could very easily lose the isk war and that is exactly the sort of thing smaller alliances need to boost moral. "Yea we lost that tower but we killed three times more isk worth of stuff".


This is all ANYONE needs to read of your drivel to see what your real motivations are. And it has nothing to do with fixing null and everything to do with "fixing" it.

I'm sure you'll dismiss me as 'grrr goons' and laughably so. Because this 'subcap superiority' bit has been the A#1 marching beat your entire organization has had handed down to it for months now and now you spam it everywhere you can as if repeating it means CCP is somehow doing to let the patients run the asylum because you've spent so much time in it.

You want to make subcaps untouchable by caps and remove any reciprocate protections for caps but "in return" they get to dock. lol

The goal here is obvious. Fleets of cheap isk sub caps will be able to roll over supercap balls no matter their defense. "numbers already win guys, lol" (which they should to a degree) but that is no justification to guarantee a steamroll in every engagement...

You in no way shape or form have ever, once, when spouting these lines explained how letting fleets of vexors down mothership rep-balls is going to end up good for this game. Worse, you sell this as a way to fix null, that this is needed for small groups to survive, while admitting it changes nothing but allowing someone a few killmails before they get steamrolled. You contradict yourself and in doing so reveal your motivations.

You're literally removing the only defensive stalemate option for a decent sized (but "smaller") group on the backfoot. And your justification is that people can get killmails as some moral victory before they get booted back out of null.. some consolation prize!

baltec1 wrote:

It is impossible to stop power projection and this fix has nothing to do with that


Everytime I see you type this I get a mental image of the Iraqi Defense Minister hours before the army reached Baghdad.
"nothing wrong here folks, this isn't the change you're looking for"

It's ironic really. You spout this massive nerf to defensive logistics when the only real defensive element that needs nerfed in this game is for a person that has committed their forces to a fight on one side of the galaxy being able to move back in immediate response should they need to defend themselves.

The null blocs exist for one reason and one reason alone. Anyone can strike anywhere. You ally or you die.
Allies are only useful because they can move anywhere to assist in offense or defense.
No one turns on each other because it's literally impossible to. Not because logistics were created, because there is effectively zero distance element to the largest fleets in the game.

It's so painfully, obviously the problem anyone not gorging themselves on kool-aid knows it.

You just repeat over and over "changing the status quo will do nothing guys"
while simultaneously touting reforms that will further promote the status quo.

That the former will do nothing to stop "you", but the latter? That's going to magically fix everything because... ~morale killmails~

"The unending paradox is that we do learn through pain."

Dread Scar
Native Freshfood
Minmatar Republic
#305 - 2014-09-14 15:58:13 UTC
Just make SOV unattractive or very expensive (exponentially) the further from an assigned alliance/home "home" system. The problem isn't huge alliances with vast DPS projection. If some system mechanics were changed to make smaller SOV more profitable it would shrink the need to hold vast unused (apart from moon goo mining) space closed to the smaller corps/alliances. Hard to explain so ill give an example.

Allow a particular SOV home system to be set as the Alliance "base" "home". This "home" will allow 50% decrease in the minerals/rats required to increase the indexes. Allow "home" systems to install station/gate defences (guns whatever) linked to the strategic index.

Allow lower sec space indexes to increase further than +5 to promote more activity in a smaller region of SOV.

Example:

Trueesc

- 0.0 - allow max index 5 for industry/military/strategic
- 0.5 - allow max index 10 for index industry/military/strategic (for much greater mining, rat yield and defences)
- 1.0 - allow max index 15 ......whatever just an example

More active members in an alliance SHOULD yield greater reward potential.

SOV systems further away from "home" incur greater and greater costs to maintain and systems with empty indexes increase the cost even further to the point it would be pointless to rent systems or hold SOV for no other reason than to hold it. It would open NULL to a far greater number of subscribers. Limit a single corporations home SOV potential to 25% index bonus and an increased cost per jump squared (Jump + jump ^2) from home with increased cost for inactivity. So 500mil per month to hold home system which decreases with system activity while 1 jump from home would work like 1+1^2 x 500mil = 2 billion for next system. 2 jumps 2+2^2 = 8 billion per month. So to hold 2 systems ether direction of home (5 systems) as a corp would cost 20billion isk per month which would increase with inactivity and decrease with realistic activity. Alliances would have the ability for each corporation to set a home system decreasing the cost of expansion greatly however once all the corps have a set home the cost of holding systems outside this influence would be HUGE the farther away from the last corp home. It would not be vastly expensive to hold perimeter systems 1 jump away from last home corp but inactivity would increase cost over time.


For this to work moon goo should be made far more readily available and the yield of the moons should increase with the industry index.

Example:

Truesec - 1.0 home system mined above industry index 8 should allow R32 moons to be mined and at 10-12 R64 moons to be mined. Bare in mind it would take considerable numbers mining or ratting to crack these indexes so smaller inactive corps/alliances would be incapable to make this viable. Most T2 ships are not cost effective anyway especially HACS so why not drop production costs to 60 mil otherwise pirate/faction cruisers will win every time. Not to mention the huge difference in SP required to fly T2 ships effectively.

This would make truesec systems very attractive to make home for many big alliances but pointless for smaller ones. Even if the larger alliances break up into smaller ones and make themselves blue it would still require many active members in each case to make holding huge SOV regions very expensive if the regions remain inactive. It at the same time would take nothing away in terms of isk power from large active alliances. With the new changes to industry and specifically station slots, industry has no need to be spread out from a system, providing sufficient materials are available locally in belt/ice/moongoo spawns.

With empty regions of unclaimed space people would be more willing to explore sites and do escalations etc.

This solution is the only viable way I can fathom to solve SOV. To be honest the longer CCP leave the best components of eve to an extremely select few subscribers the more subscribers will migrate to better, more rewarding and more importantly cheaper games.
X Gallentius
Black Eagle1
#306 - 2014-09-14 16:51:06 UTC
I think there should be some principle of
1. "It should be easier to take sov if your side lives in the system more than another other side"
2. "It should be harder for somebody else to take sov if your side lives in the system more than another side"

It would take alot of effort for a big blob to take your system, but it would be easy for you to take it back when their gigantic cap fleet leaves. If they want to stay and hang out in order to make it more difficult for you to retake sov then great - more kills for everybody.

Make sure this activity index involves "ships in space that can be attacked" or "productive assets in space" - Not POSes up, but what POSes produce.


CIA Agent
Colonial Industries
#307 - 2014-09-14 18:25:55 UTC
Triget wrote:
We need a New World.

The ideas outlined in the many replies here, the hundreds of posts on TMC, EN24 et al, the rants in local, and the conversations had daily in TS, Mumble, Jabber and forums all try to describe the problem and offer mechanical solutions to the existing order. We all know what the problem is: nullsec, which I truly love, is not all that much fun. It has lost its fun because its has lost its promise. The promise of unlimited possibilities, the promise of new experiences, the promise of untold wealth and the promise of building an empire with friends; these are all lacking in the current situation in null.

The problem is two-fold. The mechanics have indeed lead to the requirements of massive fleets and super escalation to contest space, and they should be tweaked. The larger problem, however, lies with the political order. The leadership class of all the major powers have more in common with each other than they do with the people they lead. And, they do not lead, but rather, they rule. They have become stale because there is nothing new for them to do, no new heights for them to scale. They have reached the top, and had to stop, and that's what's bothering me. The people cry out for someone to lead them, but the barrier to entry is to high. The problem dear CCP, lies more with the players than with the mechanics. We look to you to deliver us from our folly and give us back the promise of nullsec that we have squandered.

To do what must be done in nullsec to return it to its promise would significantly disrupt the existing order, upset tens of thousands of subscribers and cause irreparable damage to EVE's player base. Doing half measures to temporarily satiate the desire for change would not resolve the fundamental problems, and compound the frustration of all. Instead of creating a mechanical revolution in our current nullsec, we need a New World.

A New World for people to explore, that fits into their current understanding of the game and is lucrative to settle would drive a subscription spike as people who have left our now stale game return because the promise the game once had has returned. This is the third way between what we have and the clamor for fixing lowsec that we all know would upset more people than it satisfies. I urge you, CCP, to consider this and see the game again as you once did, and once more can.



Let me outline features of the New World that would make it an attractive destination for all.

1. The New World would be one far from the reaches of the current order, somewhere accessible by gate, but not by jump drives. - This would negate the power projection from the existing order, but also break the area from reliance on Jita runs for supplies.
2. Sov warfare should be flimsier that the current mechanics. Perhaps simply lowering EHP on structures by 75% would be sufficient.
3. It would need to be very large. Perhaps 16 new regions in 4 groups, with only 2-3 gates connecting it to the existing galaxy. Imagine having another 12 HED-GP's in the game.
4. The space needs to be lucrative for the individual player. A player should be making 100-150 mil/hr. Perhaps have moon goo in asteroids, anoms with no rat bounties, but ore drops instead after killing the rats. Every system should be able to support 10 active players, but in different ways.
5. There should be a NPC nullsec pocket or two in each of the groups. First for basing from, and second for pvp locations in the manner of NPC Delve.

The features could be tweaked in any number of ways, but the core feature, rich new space far from the reaches of the current empires, would prove a massive improvement to the game. New sov mechanics, new nullsec features, radical departures, these can all be experimented with in the New World without upsetting the existing order. If these changes work, apply them to existing


i really do like this idea but i find one major flaw. if the residents of this new world were able to build supers and titans and any other form of capitals... how is that going to be fair for anyone from the outside that wants to take it? and who is to say the current null sec groups wont send its legions of men without supers and titans and capitals to carve out a few systems in a region there and then build caps for defensive purposes.

if you have any thoughts on this i would love to hear it
Triget
Imperial Shipment
Amarr Empire
#308 - 2014-09-14 19:38:33 UTC
CIA Agent wrote:
Triget wrote:
We need a New World.


i really do like this idea but i find one major flaw. if the residents of this new world were able to build supers and titans and any other form of capitals... how is that going to be fair for anyone from the outside that wants to take it? and who is to say the current null sec groups wont send its legions of men without supers and titans and capitals to carve out a few systems in a region there and then build caps for defensive purposes.

if you have any thoughts on this i would love to hear it


It is entirely possible for outside entities to set up shop in the new world, but doing so would take time, and since they are already invested in supers that can't reach there, they probably will not build a second set just to control the new space. Most likely you would have Dreads/Carriers built, but subcaps would rule the field for quite some time. It might, in 2-3 years time, resemble the situation we have now, but those would be 2-3 glorious years. It has taken 4-5 years for the current super forces to build up to what we have now, I doubt many who now have the super forces will want to repeat the building process.

The other thought behind this proposition is economic. The two major powers control space. They have a cartel over that. With the addition of more, and potentially more valuable space, the value of their space would decline. You might see the major powers sending some of their corps/alliances out to take space there, but those would be far away, and after a period of salutory neglect my finally overthrow the existing space yoke.

What I find most attractive about the idea is that CCP can experiment with sov mechanics in the new areas if they want without upsetting the existing player base. Major new areas, in much the same format as the old would bring in tons of new subscribers. What gets people to sub, log in, and play is having a clear, exciting and obtainable goal. This would give players the opportunity..
Adrie Atticus
Caldari Provisions
Caldari State
#309 - 2014-09-14 20:03:15 UTC
Triget wrote:
CIA Agent wrote:
Triget wrote:
We need a New World.


i really do like this idea but i find one major flaw. if the residents of this new world were able to build supers and titans and any other form of capitals... how is that going to be fair for anyone from the outside that wants to take it? and who is to say the current null sec groups wont send its legions of men without supers and titans and capitals to carve out a few systems in a region there and then build caps for defensive purposes.

if you have any thoughts on this i would love to hear it


It is entirely possible for outside entities to set up shop in the new world, but doing so would take time, and since they are already invested in supers that can't reach there, they probably will not build a second set just to control the new space. Most likely you would have Dreads/Carriers built, but subcaps would rule the field for quite some time. It might, in 2-3 years time, resemble the situation we have now, but those would be 2-3 glorious years. It has taken 4-5 years for the current super forces to build up to what we have now, I doubt many who now have the super forces will want to repeat the building process.

The other thought behind this proposition is economic. The two major powers control space. They have a cartel over that. With the addition of more, and potentially more valuable space, the value of their space would decline. You might see the major powers sending some of their corps/alliances out to take space there, but those would be far away, and after a period of salutory neglect my finally overthrow the existing space yoke.

What I find most attractive about the idea is that CCP can experiment with sov mechanics in the new areas if they want without upsetting the existing player base. Major new areas, in much the same format as the old would bring in tons of new subscribers. What gets people to sub, log in, and play is having a clear, exciting and obtainable goal. This would give players the opportunity..


Currently systems worth rattingin are -0.8 and lower, let's say the new space would be -1.0 to -2.0; all you'd have is current power blocs heading to the best systems and leaving inferior space behind.

Also supers don't take long to produce, you'd have first ones popping out from the multiple ovens in 3-4 months and we'd be in the same situation again.
Fish Hunter
Center for Advanced Studies
Gallente Federation
#310 - 2014-09-14 20:10:14 UTC
My thoughts:

-) Rework how Alliances work
-) Remove TCUs, Ihubs, and passive moon goo mining
-) keep outpost indestructible, lower ehp of station services to a level that a small group can disable services if not defended.
-) put objectives out that a medium sized fleet can do to disrupt the owners
-) outposts should automatically be owned by sov owners
-) taking sov should take a number of days by any size group (activity level based, via ship explosions, npc and player ships should count) based on defenders Sov level.
-) a group should be able to make the structures in the system vulnerable easily then everything that is destroyable can be razed. -) remove the isk payments for sov ownership
-) Upgrades automatically happen with activity levels no matter who does it. If someone really wants to ninja pve up the upgrade levels under the nose of the sov owners they should be able to.
-) there should be a way for a small fleet of invaders to lower an upgrade level besides decay (inflict a small pain for not defending)
-) Agents available in space according to activity upgrade levels, i feel thi
-) level 0 only belt rats and exploration anomalies
-) level 1-5 level 1-5 missions available based on upgrade level
-) combat logistics need tweaking, more ships need to go pop.
-) titan bridging is miserable for those getting bridged on
-) covert cynos are miserable for those getting dropped on as well
-) would be nice if there was a counter to this, maybe a highslot module that disrupts the cyno beacon.
Triget
Imperial Shipment
Amarr Empire
#311 - 2014-09-14 20:12:36 UTC
Adrie Atticus wrote:
Triget wrote:
CIA Agent wrote:
Triget wrote:
We need a New World.


i really do like this idea but i find one major flaw. if the residents of this new world were able to build supers and titans and any other form of capitals... how is that going to be fair for anyone from the outside that wants to take it? and who is to say the current null sec groups wont send its legions of men without supers and titans and capitals to carve out a few systems in a region there and then build caps for defensive purposes.

if you have any thoughts on this i would love to hear it


It is entirely possible for outside entities to set up shop in the new world, but doing so would take time, and since they are already invested in supers that can't reach there, they probably will not build a second set just to control the new space. Most likely you would have Dreads/Carriers built, but subcaps would rule the field for quite some time. It might, in 2-3 years time, resemble the situation we have now, but those would be 2-3 glorious years. It has taken 4-5 years for the current super forces to build up to what we have now, I doubt many who now have the super forces will want to repeat the building process.

The other thought behind this proposition is economic. The two major powers control space. They have a cartel over that. With the addition of more, and potentially more valuable space, the value of their space would decline. You might see the major powers sending some of their corps/alliances out to take space there, but those would be far away, and after a period of salutory neglect my finally overthrow the existing space yoke.

What I find most attractive about the idea is that CCP can experiment with sov mechanics in the new areas if they want without upsetting the existing player base. Major new areas, in much the same format as the old would bring in tons of new subscribers. What gets people to sub, log in, and play is having a clear, exciting and obtainable goal. This would give players the opportunity..


Currently systems worth rattingin are -0.8 and lower, let's say the new space would be -1.0 to -2.0; all you'd have is current power blocs heading to the best systems and leaving inferior space behind.

Also supers don't take long to produce, you'd have first ones popping out from the multiple ovens in 3-4 months and we'd be in the same situation again.


Agreed that only 3-4 systems per region are worth anything. And I think that all nullsec should have more resources, but that its connection to empire should be more tenuous. If all the major powers ran into the new space, then we would have fixed the stagnation in existing space and a glorious power vacuum would arise.

And no, super don't take that long to produce, but who is going to run in and build 1,000 of them to cover 4 regions? Because that's what you need to equal what we have now. Additionally, people who have already built their super probably don't want to build another in a place that Chribba can't 3rd party.
J Murrphy
Doomheim
#312 - 2014-09-14 20:41:56 UTC
It is fun to see dev need to spend 80% of their time to serve 20% of customer base. I hope what they do to null will bring 80% of their customers to live in null so that their resource allocation will be balanced.
Jashara Nylund
Caldari Provisions
Caldari State
#313 - 2014-09-14 20:44:43 UTC
Null sec control should be based on the number of players and the activity level of those players in the system, not on the ability to project massive force or pay large sums of money. This could involve minimizing the requirement of hard-to-grind structures (a game mechanic almost everyone hates, to the point it's a "job" you have to do to actually play the game), and minimizing the monetary cost of holding sov. The largest entities have virtually bottomless pockets when it comes to paying sov bills and fielding massive, OP fleets. Good for them, they've earned it, but in any other game this level of control by a single player-run organization would be considered a massive, cannibalizing exploit. It's ultimately unhealthy for broader player participation.

There's nothing inherently wrong with fielding massive fleets; that sort of player participation and coordination is as it should be. However, there's no good reason why a fleet of equal numbers should be able to so utterly destroy its enemy that it produces a chilling effect against fighting them at all. The problem isn't necessarily that supers and Titans exist, and the solution isn't necessarily nerfing the power of those ships. The problem is in the incentive to use them against far less powerful entities, or against a limited number of entities of equal size for very small gains but at very large expense. Both of those activies ultimately produce détente, which is nice in the real world but death to a combat-based game. It necessitates consolidation of players into ever-larger Alliances, which subsequently limits the amount of gameplay taking place on anything but a meta-level by the very few. We live in a rather large universe, with many, many empty systems, and yet new players still feel crowded out of null. This is unacceptable.

CCP needs to encourage more active players, more new players, and more players spread out over larger areas. This last goal is also a quality-of-life issue for players. When players must crowd into only a few systems to find content (or be ready to deploy on strategic "bashing" fleets), when players must stay close to "base" systems in order to benefit from the supply and support of Alliances instead of being encouraged to actually spread out in their Alliance's sov in order to maximize that same supply and support, it encourages ship-spinning and discourages players from getting out to explore, rat, build industry, and PVP in less crowded systems. It leaves certain systems overloaded while large swaths of the map are sitting empty. It feeds that same old big blob, big ship, big jump bridge network mentality instead of encouraging the smaller group interactions that make the game experience richer and more rewarding for more players. It also discourages new players from getting out and gaining the experience necessary to become a better, more dedicated player. Sov Alliances are the least fun places to be under the current game mechanic, at least for those players who are deeply involved in maintaining that sov, when the sov experience should be the place players go for apex freedom to create their own content.

The reward of sovereignity should be based on the number and activity of coordinated players in a system. If an Alliance doesn't use a system, then they don't hold the system. Power projection can then dictate what enemies might contest the sov you are actually using, and deep pockets can determine your system upgrades, thereby improving the player experience of your members and further encouraging them to use it (and thereby strengthen your sov). What do I mean by "using" your sov? This metric could be calculated based on several factors: minimum number of players occupying the system over a certain period of time or "total Alliance player time" in the system, number of jumps in and out of system, number of PVP kills of and by Alliance members, minimum ratting, exploration, and industry activity in the system, etc. Sov strength should be dependent on a feedback loop of players preferring the system with their gameplay, and strengthening that gameplay through upgrades. The shinier the system becomes, the more likely it is to be contested by another Alliance, thereby completing the circle of life.

Such a sov system has the added benefit of incentivizing activities which encourage players to maximize their personal gameplay as opposed to activities which encourage Alliances to focus their resources at the top. It gives a wider base of players the satisfaction of knowing that their gameplay is responsible for maintaining their sov, and removes both some of the boring, grinding, soul-crushing maintenance burden from leadership and the potential for abuse when leadership becomes absent or corrupt. It provides players greater power to "vote with their feet" when an Alliance is no longer serving their interests, and also to seek out new Alliances that provide a better experience than just being the biggest kid on the block. It makes sov a more fluid, responsive, and ultimately interesting game mechanic tied to the activities of players, much like recent changes to Industry in Crius. It could also produce a much-needed overhaul to the meta game mechanic, which CCP has no direct control over but could use a little shaking-up along with the game code.


Adrie Atticus
Caldari Provisions
Caldari State
#314 - 2014-09-14 20:45:17 UTC
Triget wrote:
Adrie Atticus wrote:
Triget wrote:
CIA Agent wrote:
Triget wrote:
We need a New World.


i really do like this idea but i find one major flaw. if the residents of this new world were able to build supers and titans and any other form of capitals... how is that going to be fair for anyone from the outside that wants to take it? and who is to say the current null sec groups wont send its legions of men without supers and titans and capitals to carve out a few systems in a region there and then build caps for defensive purposes.

if you have any thoughts on this i would love to hear it


It is entirely possible for outside entities to set up shop in the new world, but doing so would take time, and since they are already invested in supers that can't reach there, they probably will not build a second set just to control the new space. Most likely you would have Dreads/Carriers built, but subcaps would rule the field for quite some time. It might, in 2-3 years time, resemble the situation we have now, but those would be 2-3 glorious years. It has taken 4-5 years for the current super forces to build up to what we have now, I doubt many who now have the super forces will want to repeat the building process.

The other thought behind this proposition is economic. The two major powers control space. They have a cartel over that. With the addition of more, and potentially more valuable space, the value of their space would decline. You might see the major powers sending some of their corps/alliances out to take space there, but those would be far away, and after a period of salutory neglect my finally overthrow the existing space yoke.

What I find most attractive about the idea is that CCP can experiment with sov mechanics in the new areas if they want without upsetting the existing player base. Major new areas, in much the same format as the old would bring in tons of new subscribers. What gets people to sub, log in, and play is having a clear, exciting and obtainable goal. This would give players the opportunity..


Currently systems worth rattingin are -0.8 and lower, let's say the new space would be -1.0 to -2.0; all you'd have is current power blocs heading to the best systems and leaving inferior space behind.

Also supers don't take long to produce, you'd have first ones popping out from the multiple ovens in 3-4 months and we'd be in the same situation again.


Agreed that only 3-4 systems per region are worth anything. And I think that all nullsec should have more resources, but that its connection to empire should be more tenuous. If all the major powers ran into the new space, then we would have fixed the stagnation in existing space and a glorious power vacuum would arise.

And no, super don't take that long to produce, but who is going to run in and build 1,000 of them to cover 4 regions? Because that's what you need to equal what we have now. Additionally, people who have already built their super probably don't want to build another in a place that Chribba can't 3rd party.


Power vacuum would be a good thing in a way that smaller groups could get some null of their own when bigger groups run off after the new gold rush, but I'm fairly sure that there'd be a massive amount of minerals going through the gate, badgers are cheap, production toons dime-a-dozen and blueprints everywhere. Subcaps would be cool for a while but at least capitals would be pushing out of every nook and cranny at a stupidly high rate and we'd be back on the capital front in a few months, I agree on supers taking a tad longer.

More players doesn't only mean more players on the field but also more miners, producers and logitics people, 5000 can keep up a larger and faster production than a group of 500 quickly overwhelming a smaller setup.

Only way to "equal" the playing field is to impose arbitrary limits to social interaction between current players and those will not go down smoothly as we're used to thousands of people in single alliances.
knobber Jobbler
State War Academy
Caldari State
#315 - 2014-09-14 21:07:30 UTC
Please for the love of god, get Greyscale of the SOV team. The current clusterfuck is his fault.
Heat-seeking Moisture Missile
Deep Thought Labs
#316 - 2014-09-15 02:07:59 UTC
This is completely revolting. Check out the Top 3:

http://evemaps.dotlan.net/universe/Northern_Associates. (691 systems)

http://evemaps.dotlan.net/universe/Brothers_of_Tangra (365 systems)

http://evemaps.dotlan.net/universe/Goonswarm_Federation (232 systems)


Fix Sov, Kill the power blocs!

Cool
Thatt Guy
Republic Military School
Minmatar Republic
#317 - 2014-09-15 03:15:00 UTC
Oh look, CCP wants feedback so bad they've ignored this thread since starting it.
De-ja-vu anyone? Roll

Haters gonna hate, Trolls gonna troll.

baltec1
Bat Country
Pandemic Horde
#318 - 2014-09-15 03:51:25 UTC
Thatt Guy wrote:
Oh look, CCP wants feedback so bad they've ignored this thread since starting it.
De-ja-vu anyone? Roll


CCP don't need to post to read stuff.
baltec1
Bat Country
Pandemic Horde
#319 - 2014-09-15 03:55:18 UTC
Azami Nevinyrall wrote:
Nerriana wrote:
baltec1 wrote:
Azami Nevinyrall wrote:


You completely missed my point, let me explain again...

If CCP puts Agents in Player Owned Stations, you are preventing most of the playerbase from accessing them!
If it's not balanced properly with the current map, people will ***** and complain. Followed up by accusations of favoritism. Then we all have to deal with people like Gevlon and his ass-backwards thought process.




Let them whine. Everyone would have the ability to take sov space for their own to get these things. Under our plan 80% of sov space will be freed up.



Here are couple ideas about Agents on Player Owned Stations:

ArrowAs CONCORD (and pirates) are neutral, so are the agents. Agent-bearing station must be open and accessible to everyone. As long as the agent is in residence (including a week-long "warning period" which sends notification to anyone with any items on station after owner cancels agents' contract), the station cannot be closed to anyone. This allows pirate population to control the carebear population and keeps carebears on their toes.

ArrowStation services are available to everyone at same price as long as agent is in residence. Profits from station services naturally go to the owning corp. Otherwise, if you want to get fancy, you could allow other corps to buy, install and maintain their own service modules and run a bit of competition...

ArrowStation owners naturally pay for the privilege of having agent(s) on station. This cost naturally escalates with mission levels available. This is, of course, in addition to normal station costs.


All good ideas here!

I highly doubt (for example) CFC liking the idea that anyone can dock in any of their stations that isn't CFC...doesn't matter if it has agents or not.


Nobody in null will like the idea. Outposts are a huge investment for anyone to make and letting everyone to dock means defending it becomes a nightmare of station games.
baltec1
Bat Country
Pandemic Horde
#320 - 2014-09-15 04:00:11 UTC
Ninteen Seventy-Nine wrote:


Everytime I see you type this I get a mental image of the Iraqi Defense Minister hours before the army reached Baghdad.
"nothing wrong here folks, this isn't the change you're looking for"

It's ironic really. You spout this massive nerf to defensive logistics when the only real defensive element that needs nerfed in this game is for a person that has committed their forces to a fight on one side of the galaxy being able to move back in immediate response should they need to defend themselves.

The null blocs exist for one reason and one reason alone. Anyone can strike anywhere. You ally or you die.
Allies are only useful because they can move anywhere to assist in offense or defense.
No one turns on each other because it's literally impossible to. Not because logistics were created, because there is effectively zero distance element to the largest fleets in the game.

It's so painfully, obviously the problem anyone not gorging themselves on kool-aid knows it.

You just repeat over and over "changing the status quo will do nothing guys"
while simultaneously touting reforms that will further promote the status quo.

That the former will do nothing to stop "you", but the latter? That's going to magically fix everything because... ~morale killmails~


You can get a battleship fleet anywhere in CFC space in 90 minutes using gates. In reality its more like 30-45 minutes max as we have fleets positioned in several staging systems.

Tell us, how do you nerf power projection in such a way to impact this deployment time?