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Pre-CSM Summit Nullsec and Sov Thread

First post First post
Author
Yun Kuai
Garoun Investment Bank
Gallente Federation
#401 - 2014-09-18 10:41:56 UTC
Yun Kuai wrote:
Total Destruction of Outpost Services
First, let's clear the air. This is not about destroying the actual station itself and thus destroying all of the assets inside as well. In fact this is the complete opposite. The TL:DR

  • All "standard" station services can be destroyed
  • Player assets minus insurance rates and jobs in process (up to a max 40% loss of initial value) are immune
  • Requires overhaul on station upgrade cost structure and HP values
  • Gives small groups, roaming gangs, and large entities options for harassment

  • The intended purpose is to provide a way for everyone to have an impact on the largest group, and inversely the smallest group, equally by giving players a way to force strategic fights and/or punish groups for applying the "dock up and make them feel bored so they don't come back" strategy.

    For any of this to work, there needs to be an overhaul on the pricing structure for upgrades and adding a cost to build the station services. The work around here is that scientist found a way to combine "insert conflict driving material" and standard minerals, allowing the structural integrity required for station services to be reached at using significantly less materials. The trade-off, the relative HP against attacks when considering capsuleer weapons decreased significantly. That part is important. We now have cost effective, replaceable station parts that can be destroyed by roaming gangs and large groups alike. The result? Roaming gangs can now actively make a station obsolete when targets can't be found or decide to dock up which forces people to actively defend their systems. Strategic value comes in the way of choosing when to destroy station services, i.e. blob comes and you're losing your station regardless bc they need the staging point so pop all of the station services before you leave.

    As for the conflict driving material. A new substance was found only in high sec space. Scientist discovered it was radioactively created by constant engine exhaust in heavily populated areas (hence highsec only). The mineral needs to be mined out. The properties of the new mineral require extreme caution. When in natural form, it can be mined using special crystals (similar to mercoxit mining), but due to the radioactive makeup the mineral quickly changes properties and becomes extremely heavy which means hauling it requires DST or bigger. Given the high levels of radioactivity the mineral cannot be JF'ed or Titan bridged....so yes that requires freighter runs to get the large amounts out to nullsec. Results? More activity in space as people are having to move the new mineral around. (No, you can't keep the mineral in a Mack's ore hold and then jump a rorqual around)

    Station Services:
  • Repair facility - can no longer repair a ship or modules until the service is replaced
  • Reprocessing plant - can no longer refine products until the service is replaced
  • Fitting services - can't refit your ships (mobile depots kinda of defeat this one though)
  • Medical clone services - clones aren't destroyed, however due to the destruction of the office all records of your clone details were destroyed. Fortunately you have renters insurance (because every apartment owner should :D) so the insurance company will pay 60% (can change is number) of the original clone's cost once the service has been replaced.
  • Insurance services - due to the bureaucracy of this industry, all records are kept on two different kinds of media. However, an explosion means most things go bye bye. After destroying this service, all active insurance contracts made at the station are voided. Fortunately there is a 40% ( number up for debate) that the insurance company will find your contract agreement while cleaning up the wreckage thus granting your insurance coverage back.
  • Manufacturing center - all jobs installed are now put at some level of risk. Once destroyed, there is a 75% (number up for debate) that your materials will be recovered. However the lost time cannot be replaced.
  • Station outpost - all corporate hangar assets become impounded until the fee is paid to interbus (yeah they still own some parts of your station and hey, let's be honest they need the cash flow after their POCO investment flop).


  • Anyways, the idea is that players have a different way to harass an enemy besides bore them to death or tidi them out of the game. It would add real value to the game and make defending your space meaningful, which in turn makes roaming in space meaningful again as well. This can be abused by large groups and small groups alike, but given the low cost and alternative options (POS, mobile deployables, etc) there are ways around not getting grieved into oblivion. The key is to balance the cost and HP appropriately so that even the little guy can get his foot in the door while at the same having an impact on operations to nullsec blocs like the cfc through a "thousand little cuts"


    For Baltec, does this give smaller groups a chance to actually affect larger groups as much as it goes the other way around? It is a form of griefing I know. And after every single station has been hit for "lols, we're awesome...hahaha....let's go read all the grr goons threads and talk about how awesome we are" and that dies down. This now becomes a viable tactic that can be used by both large and small groups.

    Also after rereading my proposal, I'm up changing numbers and locations of spawns. Maybe having the new mineral only in nullsec would make it easier/better.

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    Ninteen Seventy-Nine
    Pator Tech School
    Minmatar Republic
    #402 - 2014-09-18 10:49:13 UTC
    baltec1 wrote:
    Azami Nevinyrall wrote:

    Some ideas are good, some are horrible. But Lost presented a slightly better argument then "No one likes to scan."


    You also should go do it. The only people who think scanning moons isn't a soul sapping, mind numbing activity are people who have never done it.


    Literally no one cares.

    It's true, no one cares what the life-long patients in the padded cells have to say about improving how the asylum is run.
    They're too close to it, they can't think outside of it... and they're insane.

    You're completely indoctrinated and locked in on viewing YOUR null. And that's all your ideas represent, how to propagate YOUR game.
    But no one cares about YOUR game.

    As an alliance once said: our goal is to RUIN your game.
    ..because frankly, YOUR game doesn't benefit the rest of THE game.

    Any mechanic that replaces static resources with dynamic ones is a good idea.

    Period, end of sentence. It's practically a farking law of online games. It's been the right move in every other aspect of the gameplay and it would be the right move here.

    If it's too much of a pain in the ass for one group to do to be worth it, I'm sure someone else will find it worthwhile. And voila. Content creation and player interaction.


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

    baltec1
    Bat Country
    Pandemic Horde
    #403 - 2014-09-18 11:04:02 UTC
    Yun Kuai wrote:


    For Baltec, does this give smaller groups a chance to actually affect larger groups as much as it goes the other way around? It is a form of griefing I know. And after every single station has been hit for "lols, we're awesome...hahaha....let's go read all the grr goons threads and talk about how awesome we are" and that dies down. This now becomes a viable tactic that can be used by both large and small groups.

    Also after rereading my proposal, I'm up changing numbers and locations of spawns. Maybe having the new mineral only in nullsec would make it easier/better.


    Anything done to null must be goon proof and unfortunately ideas such as this are not. The smaller power will always be at an insurmountable disadvantage vs a larger power under this plan as you rightly pointed out.
    baltec1
    Bat Country
    Pandemic Horde
    #404 - 2014-09-18 11:08:28 UTC
    Ninteen Seventy-Nine wrote:
    baltec1 wrote:
    Azami Nevinyrall wrote:

    Some ideas are good, some are horrible. But Lost presented a slightly better argument then "No one likes to scan."


    You also should go do it. The only people who think scanning moons isn't a soul sapping, mind numbing activity are people who have never done it.


    Literally no one cares.

    It's true, no one cares what the life-long patients in the padded cells have to say about improving how the asylum is run.
    They're too close to it, they can't think outside of it... and they're insane.

    You're completely indoctrinated and locked in on viewing YOUR null. And that's all your ideas represent, how to propagate YOUR game.
    But no one cares about YOUR game.

    As an alliance once said: our goal is to RUIN your game.
    ..because frankly, YOUR game doesn't benefit the rest of THE game.

    Any mechanic that replaces static resources with dynamic ones is a good idea.

    Period, end of sentence. It's practically a farking law of online games. It's been the right move in every other aspect of the gameplay and it would be the right move here.

    If it's too much of a pain in the ass for one group to do to be worth it, I'm sure someone else will find it worthwhile. And voila. Content creation and player interaction.




    Feel free to scan the tens of thousands moons in CFC space in search of the few good ones every month, I'm sure you will have lots of fun doing it.
    Yun Kuai
    Garoun Investment Bank
    Gallente Federation
    #405 - 2014-09-18 11:13:12 UTC  |  Edited by: Yun Kuai
    baltec1 wrote:
    Yun Kuai wrote:


    For Baltec, does this give smaller groups a chance to actually affect larger groups as much as it goes the other way around? It is a form of griefing I know. And after every single station has been hit for "lols, we're awesome...hahaha....let's go read all the grr goons threads and talk about how awesome we are" and that dies down. This now becomes a viable tactic that can be used by both large and small groups.

    Also after rereading my proposal, I'm up changing numbers and locations of spawns. Maybe having the new mineral only in nullsec would make it easier/better.


    Anything done to null must be goon proof and unfortunately ideas such as this are not. The smaller power will always be at an insurmountable disadvantage vs a larger power under this plan as you rightly pointed out.



    And as much I figured that would be said. It can gamed but at this point in EvE what can't be? The super coalitions don't allow smaller groups a chance using mechanics without utterly being able to break the mechanics themselves (looking at you RSD's that didn't need to be nerfed...R.I.P arazu Cry). So then my question to you is, what kinds of changes do you really expect to be put in place that can't be gamed by sheer numbers? Dominions biggest mistake was requiring numbers to be successful.

    Too many people, myself included, left null bc it wasn't about skill or fighting anymore and now we can't get back unless we have the numbers to compete against 2000+ of your closest friends. This proposal gives me the ability to at least do something with my 300 man alliance. I think that's what people want...to just be able to have some impact

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    baltec1
    Bat Country
    Pandemic Horde
    #406 - 2014-09-18 11:22:27 UTC
    Reposting the plan.

    We can break it down into sections which, oddly enough, fits in well with CCPs new development plan.

    We start off with addressing the need for empire sprawl. Right now there is a cap on how many players can actively rat in a single system, this currently stands at ten per system. This means groups like ours require vast areas of space to support our members.

    "But most of your space is empty!" I hear you cry.

    Yes this is true but that is down to another problem which is truesec. You see, the primary form of pve in null sec for your average pilot is anoms and they are tied to truesec. Most systems in null offer worse isk generation than blitzing level 3 missions in highsec with a mach. The best systems in null are on par to slightly worse than can be earned in high sec level 4 mission blitzing.

    So we have a double whammy of poor isk income from most of null and the low player cap of 10 per system. This needs to change if we are to shrink the current two blocks from half of EVE each to a single region each and it must happen before any changes to sov.

    Simply adding more anoms won't work, not only would a player cap still exist but you would also flood too much isk into the system. Inflation is also why you cannot just add more isk reward to anoms. Anoms must be replaced as the primary pve content and isk generator of nullsec. By far the easiest way to fix this issue is to add mission agents to player outposts. They allow for an unlimited population and null missions provide greater reward than highsec but importantly they will inject far less isk into the system than anoms and will be far easier to implement for CCP than a whole new system.

    Capitals:

    We then have to deal with capitals. Right now you either have a capital force that can match the two big powers or you are an irrelevant sideshow. Capital issues are all over the place and need several big changes. 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. We have to end the bleeding of high SP subs because they are trapped in a space coffin that doesn't see much use. Lastly we must deal with their invulnerability to subcaps, this is covered in the next and most controversial fix.

    N+1:

    People rightly hate the blob, but why do they hate fighting outnumbered?

    Well, its because they cannot hurt it. Right now fleet meat revolves around one simple fact, you must be able to alpha past the logistics of the enemy fleet. If you cannot do this then engaging is pointless. 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.

    "But you will just farm smaller fleets!" I hear you cry.

    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".

    Sov:

    Another need for big balls of ships is the way sov fights are handled. At the moment you fight a handful of timed fights over huge amounts of EHP. This system needs to go. Not only does it mean you need lots of ships to grind down the structures but it also means you need equally or bigger fleets to defend. Remove the ehp and you remove the need for the massive fleets.

    The current sov system also lets us dominate huge areas of empty space so long as we can pay the bills. So to end this sov needs to move to residency based. At a stroke you would make at least 80% of the current sov claims drop as all of the unoccupied systems drop. This is by far the most complicated part of the null overhaul and should rightly come last.
    LeoniaTavira
    Pure Avarice.
    Rote Kapelle
    #407 - 2014-09-18 12:39:46 UTC  |  Edited by: LeoniaTavira
    I have completed part 2/2 of my sov proposals, which can be found here https://docs.google.com/document/d/1McKlX8ycLQ5BjhWkklxfUCESvUO8i8Kds5pFzPQmXJc/edit?usp=sharing

    It includes:

    • Changing the sov cost to a dynamic formula
    • Requiring system usage for sov to be maintained
    • Disrupting sov before capturing systems
    • A new capture method
    • Farms and fields


    Part 1 can be found here: https://docs.google.com/document/d/1PVRVLHlqq1GpgpPsaKgGVK1MoBokAP84VGChcc5SAXQ/edit
    Adrie Atticus
    Caldari Provisions
    Caldari State
    #408 - 2014-09-18 12:51:25 UTC
    Your link is broken, check sharing settings.
    Azami Nevinyrall
    172.0.0.1
    #409 - 2014-09-18 12:57:33 UTC  |  Edited by: Azami Nevinyrall
    baltec1 wrote:
    Azami Nevinyrall wrote:

    Some ideas are good, some are horrible. But Lost presented a slightly better argument then "No one likes to scan."


    You also should go do it. The only people who think scanning moons isn't a soul sapping, mind numbing activity are people who have never done it.

    I did it the last time moon goo was switched around...

    ~Former (and Gevlon Brand Koolaid currently) CFC...~

    If it was up to me, I'd have moon goo shift randomly every 6-10 months....at random!

    ...

    Azami Nevinyrall
    172.0.0.1
    #410 - 2014-09-18 13:18:39 UTC  |  Edited by: Azami Nevinyrall
    Ninteen Seventy-Nine wrote:
    baltec1 wrote:
    Azami Nevinyrall wrote:

    Some ideas are good, some are horrible. But Lost presented a slightly better argument then "No one likes to scan."


    You also should go do it. The only people who think scanning moons isn't a soul sapping, mind numbing activity are people who have never done it.


    Literally no one cares.

    It's true, no one cares what the life-long patients in the padded cells have to say about improving how the asylum is run.
    They're too close to it, they can't think outside of it... and they're insane.

    You're completely indoctrinated and locked in on viewing YOUR null. And that's all your ideas represent, how to propagate YOUR game.
    But no one cares about YOUR game.

    As an alliance once said: our goal is to RUIN your game.
    ..because frankly, YOUR game doesn't benefit the rest of THE game.

    Any mechanic that replaces static resources with dynamic ones is a good idea.

    Period, end of sentence. It's practically a farking law of online games. It's been the right move in every other aspect of the gameplay and it would be the right move here.

    If it's too much of a pain in the ass for one group to do to be worth it, I'm sure someone else will find it worthwhile. And voila. Content creation and player interaction.



    Just....quoting the way obvious...

    If CCP really...like "We really mean it this time!" Expand and grow subscription numbers, they HAVE, ABSOLUTELY HAVE TO cater to the more casual player instead of the 1% hardcore base.

    That means ignoring Nullsec and the Cartels that want to keep it its current form.

    Nullsec can say what they want, its easy to see through the complete bullshit that spews from their mouths...

    Hell, Baltec, you already admitted this and actually think people will do nothing but jump fleet after fleet of ships just to get the odd kill here and there and boost your egos.

    ...

    Powers Sa
    #411 - 2014-09-18 13:42:03 UTC
    If it's not too late:

    Corporation Taxes for LP earned. This would be a boon for FW corps looking to do corp level ship replacements/rewards.

    Do you like winning t2 frigs and dictors for Dirt Cheap?https://eveninggames.net/register/ref/dQddmNgyLhFBqNJk

    Remeber: Gambling addiction is no laughing matter unless you've lost a vast space fortune on the internet.

    Nikk Narrel
    Moonlit Bonsai
    #412 - 2014-09-18 13:45:45 UTC
    Place a mechanic that favors a maximum size of 5 man groups. Anything beyond 5 participants meets a point of diminishing if not negative returns.

    The only way to bring play across the real spread of players is to give them an option for not needing to be a part of the biggest blob / blue doughnut.

    Diplomacy is great, and it should have influence, but right now a few talented players are able to dominate hundreds if not thousands of other players by making agreements with each other.

    Great gameplay for them, maybe, but that leverage is making the rest of those involved nothing more than spectator / drones.
    LeoniaTavira
    Pure Avarice.
    Rote Kapelle
    #413 - 2014-09-18 14:20:37 UTC
    Adrie Atticus wrote:
    Your link is broken, check sharing settings.


    Thanks for pointing that out, link fixed https://docs.google.com/document/d/1McKlX8ycLQ5BjhWkklxfUCESvUO8i8Kds5pFzPQmXJc/edit?usp=sharing
    Adrie Atticus
    Caldari Provisions
    Caldari State
    #414 - 2014-09-18 14:21:49 UTC
    Nikk Narrel wrote:
    Place a mechanic that favors a maximum size of 5 man groups. Anything beyond 5 participants meets a point of diminishing if not negative returns.

    The only way to bring play across the real spread of players is to give them an option for not needing to be a part of the biggest blob / blue doughnut.

    Diplomacy is great, and it should have influence, but right now a few talented players are able to dominate hundreds if not thousands of other players by making agreements with each other.

    Great gameplay for them, maybe, but that leverage is making the rest of those involved nothing more than spectator / drones.


    All I'm seeing is "CCP needs to remove one 'M' from the MMO because I cannot stand other people". There are many games for those who cannot play with others at a large scale, EvE isn't one.
    Nikk Narrel
    Moonlit Bonsai
    #415 - 2014-09-18 14:36:07 UTC
    Adrie Atticus wrote:
    Nikk Narrel wrote:
    Place a mechanic that favors a maximum size of 5 man groups. Anything beyond 5 participants meets a point of diminishing if not negative returns.

    The only way to bring play across the real spread of players is to give them an option for not needing to be a part of the biggest blob / blue doughnut.

    Diplomacy is great, and it should have influence, but right now a few talented players are able to dominate hundreds if not thousands of other players by making agreements with each other.

    Great gameplay for them, maybe, but that leverage is making the rest of those involved nothing more than spectator / drones.


    All I'm seeing is "CCP needs to remove one 'M' from the MMO because I cannot stand other people". There are many games for those who cannot play with others at a large scale, EvE isn't one.

    And noone is saying it should be.

    Keep in mind, EVE also claims to be a sandbox. That means the structure needs to support variety, or it is a sandbox in name only.

    If you have no options to fight against larger groups, except to get another larger group, than you just killed any option not tied to equal or larger size in a conflict.

    Noone plays without hope of enjoyment, and losing predictably is a real kill joy.
    X Gallentius
    Black Eagle1
    #416 - 2014-09-18 14:51:04 UTC
    Nikk Narrel wrote:

    Noone plays without hope of enjoyment, and losing predictably is a real kill joy.

    Some would say that having too much predictability is a real kill joy.

    More things happen in game when things are less predictable - the nimble organizations thrive in this sort of environment whereas very large organizations don't. Large organizations are best at going after large static goals like moons. Having moons vary after a period of time gives the nimble organizations a chance.

    Also, more chaos leads to more fights since it is more difficult to predict outcomes giving both sides better reasons to engage.

    Adrie Atticus
    Caldari Provisions
    Caldari State
    #417 - 2014-09-18 15:08:33 UTC
    Nikk Narrel wrote:
    Adrie Atticus wrote:
    Nikk Narrel wrote:
    Place a mechanic that favors a maximum size of 5 man groups. Anything beyond 5 participants meets a point of diminishing if not negative returns.

    The only way to bring play across the real spread of players is to give them an option for not needing to be a part of the biggest blob / blue doughnut.

    Diplomacy is great, and it should have influence, but right now a few talented players are able to dominate hundreds if not thousands of other players by making agreements with each other.

    Great gameplay for them, maybe, but that leverage is making the rest of those involved nothing more than spectator / drones.


    All I'm seeing is "CCP needs to remove one 'M' from the MMO because I cannot stand other people". There are many games for those who cannot play with others at a large scale, EvE isn't one.

    And noone is saying it should be.

    Keep in mind, EVE also claims to be a sandbox. That means the structure needs to support variety, or it is a sandbox in name only.

    If you have no options to fight against larger groups, except to get another larger group, than you just killed any option not tied to equal or larger size in a conflict.

    Noone plays without hope of enjoyment, and losing predictably is a real kill joy.


    Sandbox doesn't mean there is pre-built variety, it means there are tools which can be combined in a new way to cause a new effect which cannot be countered with old methods.

    No option to fight a greater force than create an equal force? That's exactly what a sandbox caused. Blame the sandbox or blame the players?
    Dread Scar
    Native Freshfood
    Minmatar Republic
    #418 - 2014-09-18 15:28:55 UTC

    Feel free to scan the tens of thousands moons in CFC space in search of the few good ones every month, I'm sure you will have lots of fun doing it.[/quote]

    That's a punishment in north Korea for stealing Kim Jon Un's 10 piece KFC bucket. That sound horrifying to the point I would rather bungee jump off the empire state building with the elastic tied firmly around my balls.


    Nikk Narrel
    Moonlit Bonsai
    #419 - 2014-09-18 15:54:27 UTC
    Adrie Atticus wrote:
    Nikk Narrel wrote:
    And noone is saying it should be.

    Keep in mind, EVE also claims to be a sandbox. That means the structure needs to support variety, or it is a sandbox in name only.

    If you have no options to fight against larger groups, except to get another larger group, than you just killed any option not tied to equal or larger size in a conflict.

    Noone plays without hope of enjoyment, and losing predictably is a real kill joy.


    Sandbox doesn't mean there is pre-built variety, it means there are tools which can be combined in a new way to cause a new effect which cannot be countered with old methods.

    No option to fight a greater force than create an equal force? That's exactly what a sandbox caused. Blame the sandbox or blame the players?

    Again, noone is making the claim you refer to, concerning a pre-built variety.

    I am pointing out that each and every aspect of the current game is supported by varying degrees of separation, with mechanics.

    Players represent those degrees of separation, just as always.
    This takes the form of emergent gameplay.

    It is important to keep in mind, that emergent gameplay is very organic in design. Mutations in play style will emerge, but anything with a clear advantage will quickly be duplicated and used wherever practical.
    Each level is a reaction to the one below it, with the base mechanic forming the foundation.

    Right now, we have no established foundation for small group effectiveness against blob tactics, and also nothing exists to effectively threaten sov establishments created by blob tactics.

    I believe we need to place a clear foundation for small groups being effective against the sov establishments.

    I feel we need to retire the mantra of blob or GTFO.
    Kagura Nikon
    Native Freshfood
    Minmatar Republic
    #420 - 2014-09-18 16:09:14 UTC
    Whatever the implementation may be, somethign is needed. A way that smallers fleets can cause damage or economic disruption on a sov held territory if they are not coutnered. There must be possible to hurt an alliance a bit without the need to bring 500 people.

    That is necessary so that smaller fleets need to be coutnered, so MORE small scale combat happens.

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