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Pre-CSM Summit Nullsec and Sov Thread

First post First post
Author
Cherry Yeyo
Doomheim
#81 - 2014-09-12 02:40:17 UTC
Supercapital proliferation is intrinsically tied to the current 0.0 woes and I dont think any of it can begin to be addressed until CCP can decide if they are comfortable with thousands of titans and supercarriers floating around like they are now.

.

Ripard Teg
Jerkasaurus Wrecks Inc.
Sedition.
#82 - 2014-09-12 03:08:01 UTC
I wrote on this topic dozens of times over the years. But if I had to pick a single post that sums up my feelings on this topic, it'd be this one:

http://jestertrek.blogspot.com/2013/02/bottoms-up.html

aka Jester, who apparently was once Deemed Worthy To Wield The Banhammer to good effect.

Vincent Athena
Photosynth
#83 - 2014-09-12 04:07:45 UTC
KIller Wabbit wrote:
Sniper Smith wrote:
Rovinia wrote:
- Limit Alliance-to-Alliance blue standing to 2-3 entitys.
Then it'll be done on the Corp level.
There is nothing, NOTHING, you can do in Eve to keep people from working together.



Weekly charge on the list. Escalating with the total number on the list.

People will just keep the blue list on a separate app. Irrelevant of what game mechanics you change, you cannot stop the alliance leadership from saying "We have a treaty with this other alliance. Don't shoot them, or you will be booted." All you can do is make it more annoying to figure out who is who, making players do look-up tasks that are better suited to a machine, not someone playing a game for fun.

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Frozen fanfiction

W Sherman Elric
Argentum Holdings
#84 - 2014-09-12 04:34:14 UTC
to use a historical situation France and germany 1938 France has the maginot line in the middle the mountians (actually just a continuation of the line but meh) to the south there is only two viable attack routes. 1: through the low countries (france discarded this idea as germany would never attack nuetral countries) 2: through the ardens (france discarded this, yeah german can slip some infantry through it but no tanks right?). Now compare that to the situation if it was eve. Catch is france and germany wants to invade there is not one single barrier to that attack. Null lacks realistic barriers to attack. distance is a joke: find an empty system and suddenly you have the makings of cyno chain.

In fact null looks more like the wild west than it does a modernized space fairing civilization. The wild west forts were the only real defense (read POS, IHUB, Stations) While distance and rivers where a deterent they were about as useful as bubble on a regional gate. Null needs less avenues of attack. Right now if germany wants to hit a french system they can anywhere anytime. Often with little or no oppostion till the "fort" comes out of reinforcement. Where as to really drive conflict if germany wants a shot at france they have no choice but to come through specific systems. Black ops of course would ignor these fixed fortifications. And individuals can slip past them as well.

Fast forward to 1945 if Germany wants England they have to cross the channel and vice versa. Of course we know that the allies did cross the channel and did pay the price for hitting fixed defenses, and thats the point.

Sov warfar is like a sponge vs a needle the needle can stab anywhere and not do much damage. Sov war fare should be more like hitting a fixed fortification Break this system and the way is wide open.
Sigras
Conglomo
#85 - 2014-09-12 04:34:28 UTC
Thatt Guy wrote:
Step 1: Ask for feedback
Step 2: Ignore feedback
Step 3: Change things to the way you want it, because screw the players feedback

You already proved you don't care what the players think with wormhole spawning distance and incursion scout sites.

So why should we bother this time?

because what YOU want for the game is always whats best for the game right?

man... you really are that guy...
Copper Khai
#86 - 2014-09-12 04:44:33 UTC
Vincent Athena wrote:
KIller Wabbit wrote:
Sniper Smith wrote:
Rovinia wrote:
- Limit Alliance-to-Alliance blue standing to 2-3 entitys.
Then it'll be done on the Corp level.
There is nothing, NOTHING, you can do in Eve to keep people from working together.



Weekly charge on the list. Escalating with the total number on the list.

People will just keep the blue list on a separate app. Irrelevant of what game mechanics you change, you cannot stop the alliance leadership from saying "We have a treaty with this other alliance. Don't shoot them, or you will be booted." All you can do is make it more annoying to figure out who is who, making players do look-up tasks that are better suited to a machine, not someone playing a game for fun.

Copper Khai
#87 - 2014-09-12 04:45:53 UTC
Vincent Athena wrote:
KIller Wabbit wrote:
Sniper Smith wrote:
Rovinia wrote:
- Limit Alliance-to-Alliance blue standing to 2-3 entitys.
Then it'll be done on the Corp level.
There is nothing, NOTHING, you can do in Eve to keep people from working together.



Weekly charge on the list. Escalating with the total number on the list.

People will just keep the blue list on a separate app. Irrelevant of what game mechanics you change, you cannot stop the alliance leadership from saying "We have a treaty with this other alliance. Don't shoot them, or you will be booted." All you can do is make it more annoying to figure out who is who, making players do look-up tasks that are better suited to a machine, not someone playing a game for fun.

Could not agree more. Well said.

Nothing will prevent alliances from forming - except cost scaling. Players will follow the money. Alliance wealth needs to scale poorly while individual wealth should also be 2nd rate. There should be a middle range for smallish corps and alliances that has optimal Return on Investment.


  • Perhaps the new contracting system could help.
  • Corp wars could be made more profitable. like you take their income for a short time, diminishes to nothing.
  • nullsec space could be like PI, diminishes resources value if over time, needs to replenish. some will migrate and take over sov, like some use teams for indy (a Push system)
  • Home sov (a pull) has to have some advantages


i dunno, you guys (CCP are great at this). I look forward to seeing what you do.
BinaryData
The Scope
Gallente Federation
#88 - 2014-09-12 05:15:48 UTC  |  Edited by: BinaryData
Sov Level's 4 & 5 are useless. Remove them, or add something to them.

Add booster effects for those levels. Gives the defensive people a slight advantage. Have an add in for pos's. Lowers the amount of CPU needed for guns or something of that sort.


Sov needs to be shaken up a lot.


I also firmly believe that Moon Goo needs to deplete, and cycle monthly. A new goo every month or 2 weeks. PI needs to change as well. It does if you over farm one spot, but honestly, if it refreshed, and moved locations, another isk sink hole.


So much can be done, but the power blocs don't want things to change, besides n3. Frankly, a full reset in null would be fun to watch happen :D

Also, a coalition tag would be nice as well. I'd go so far as to say a "blue status", status. Setting "CFC" red with 1 button is so much easier.

Also, alliance standings should also give a notification to the receiving party. If you set Goonswarm Federation -10, it should send a mail to the Executor Corporation stating "x alliance has set you -10", this would only work for corps, alliances, & Coalitions(If added)
I'm Down
Macabre Votum
Northern Coalition.
#89 - 2014-09-12 05:44:38 UTC  |  Edited by: I'm Down
0.0 goals have to be broken in to 4 parts: removing the overwhelming defensive advantages, removing the predictability of war, balancing ship classes (especially at the capital level), and limiting inter-regional movement.

=============================================================================================

Part 1:

Defensive advantages at the moment include jump bridges, massive structure hp grinds, cyno jammers to name a few.

-problems here include the one sided advantage of defending a region where you can cut off enemies routes, slow them down massively, and force other timely goals that only benefit from larger numbers to accomplish reasonably.

- jump bridges are at the point in the game where they need to be replaced with gate building without tower defense advantages. Allow players to build gates with high maintenance cost that require regular community activity and not just one guy fueling the thing with a hauler. Allow attackers to damage or destroy gates pretty easily through a series of actions. I'm thinking a combination of hacking and defender NPC's hired by the gate builders with similar abilities and AI to incursions. This slows players down, but limits the time they are stagnant without making more numbers really matter that much. 10 minutes or less to take out a gate, with a minimum of 30 minutes of downtime to fix the thing through activity that is more engaging than remote repairing and requires activity beyond onlining.

What I would do to fix a gate and make it a teamwork activity is have the gate parts explode into 100 parts and scatter up to 150km away from the hulk location. Players would have to tractor the parts back to the gate hulk and then reconfigure the gate. More players equals faster time... and requires heavy exposure until all parts are collected. Then have a 30 minute onlining time.

- Massive HP grind makes no sense. it's there to limit speed, but numbers contradict the goal and it only plays to the defender's advantage. The old POS grind made more sense because there were stages of the goal and way more regular conflicts that mattered. Morale could be broken over the course of time without as much of a feeling of the grind... until players started spamming towers.

So lets look at the old POS system concept, but make it actually work. Make every planet have a 1 mil HP shield generator that defends all the stations in a constellation. Attackers can hit the shield generators to reduce all of the constellations stations' shield HP at any time they want. Once the generators are down or if the attackers just want to hit the station immediately, they have to grind only 5 mil HP armor. Station Reinforced timer's are maxed out at 24 hours, which means they require a rapid response from the defending alliance.... meaning long distance travel becomes really hard and localized defense more meaningful. This also provides mini goals that can harass the hell out of a defender who just bunches up in one system to defend itself. It can add a chase element where defenders can't sit stagnant and defend a constellation, because small groups of attackers can offline shields in other systems and make you more and more vulnerable for sitting on your ass.

Cyno Jammers are just dumb. TLDR, make them more of a tower concept that takes up a moon slot without defense, reduce their HP, reduce their armor, make their shields regen pretty fast and make it a very very small slow down mechanic, not the "effort" it is now for smaller groups. Make the fights about the planets/shield generators for the stations and make the cyno jammer just a very small goal.

=================================================================================================

Part 2:

Predictability of war is heavily centered around timers. They're too long and too easy to plan.

There should not be a defensive timer in game longer than 24 hrs, period. Timers should be swayed by your "defensive morale" in a way. If you're losing tons of systems, you should also lose more and more control over your timers to the point where attackers can finish off the war quickly if you gave up.

If the max timer is 24 hrs in a constellation, then every system lost should decrease that max timer as a % of control. If you lost half of a constellation, then the max timer should drop to 12 hrs.

This means the defender's can't live halfway across the galaxy and have plenty of time to get home. They better be actively defending their space. If they lose ground, it can cause the collapse and quick loss of a constellation... meaning they either have to mount their own attack to take it back, or defend the next constellation better.

================================================================================================

Part 3:

Ship balance still sucks:

I've said it so many times, logistics (especially carriers) and bombers have way to much impact on war/fights.

-Capital logistics are in need of a big nerf. It's simple though, tie the range of capital RR to Triage. Make the default RR range of a capital repair module 10km, and offer a 100% increase in range per level of triage when active. This means the only way to get significant repair range with carriers is to make them more vulnerable in fights.

-Logistics ships are too powerful in small numbers. I don't know how to fix this issue because combat mechanics are slowly coming around after many years, so it might just require a wait and see approach.

- (contengent on other changes) Bombers need a small nerf. This is only true if the other Parts of this don't work enough.
In the current mechanics of eve, bombers can change a fight way to quickly if done right. It's obnoxious, not fun to deal with this mechanic and makes fights less fun for most involved.


continued................
I'm Down
Macabre Votum
Northern Coalition.
#90 - 2014-09-12 05:49:34 UTC  |  Edited by: I'm Down
part 3 ...........continued

-Capitals need cheap, strong counters in low numbers.

What this game is currently lacking is a ship class that naturally counters capital ships without having much other role. My idea would be a T3 BC bomber class that uses Citadel torpedo Launchers, has about 7,000 DPS, 300 base sig, but is only about 100k EHP, 80 m/s speed without prop mods, high mass to reduce MWDing, but good AB bonuses for defensive manuverability, and is worthless against any other ship in game. This means Capitals need fleet support, and enemies can counter capital spam without a capital fleet.

Being T3 means that this ship class can have other roles so that people have reasons to buy them beyond a limited one trick pony. I would not let the other roles mimic T3 cruisers, but rather start to fill niches in game that are currently needed.

=================================================================================================

part 4

Inter regional movement needs to be slowed a lot. I think part's 1-2 do a lot to help out this situation, but there needs to be some very strong limitations to moving across the map fast.

- Titan jump portals should probably get a 50% range increase, but a limit to 2 bridges every 30 minutes (tied to jumps) This means you can't jump a titan into system, then bridge without waiting 30 min so you can't have a bunch of titans to counter the problem without staging locations ahead of time.

Titans should also have to move with a fleet adding more exposure to their use. This means you might have to jump 2 systems out to avoid exposure and give the other fleet more time to see you coming if you're aren't willing to risk the titan.

- Super movement as a whole needs restrictions. Rather than directly prevent jumps, I'd say restrict refitting ships to 15 minutes after the last jump. This means Supers can't go travel fit and then quickly refit to combat. It adds an element of risk/exposure if you get caught traveling, and it means you can't jump into combat as quickly as you can now.

- Dreads and carriers just need better/more counters. I covered one option part 3. Carriers also need all regular drone use removed. Make it fighter's or bust, and increase their fighter bay size to compensate. Why you allow capital ships to still have non-capital offense makes no sense. Let's fix that please.

- Supercarriers just need to be totally rethought. It's the single dumbest ship class in game and it needs a total redesign to make it more than a glorified transport ship that sometimes hit's structures.
kidkoma
Hedion University
Amarr Empire
#91 - 2014-09-12 06:11:33 UTC
The fundamental problem with theory crafting at this level is you cannot truly understand what people are going to do or how they are going to react.

Sov Null suffers from a few things.

1) EHP of the structures you are required to shoot to take a system.

2) The ability to be at multiple timers that are very far away from each other very quickly.

3) The fact that there is safety in numbers.

A few suggestions I've noticed are:

Limit alliance blues: "Newbro's, see this list of alliances, right click them all and set to blue. If you shot them, you'll be shamed."

Escalating sov costs: "I have three characters on each account I have. Each one starts an alliance and holds the optimal number of systems."

I'd like to try out different sov systems. I know if CCP were to throw together a bunch of early build sov systems, put them on SISI and ask the community to come out and try them, I would be happy to show up, it would be a safe guess that a good part of the sov null scene would too.

For example, copy+paste FW into sov null, try it out.

I honestly have no idea how feasible this would be, but giving the players time to break your sov stuff and experiment with it would be a interesting way to figure out what works and what doesn't.

Everything doesn't have to be secret secret, we know you are as perplexed with the situation as we are; really, nobody knows what will actually fix null, and what will just make it weird and unworkable. The best option in my opinion is try every stupid idea and whittle them down into workable non stupid ideas.
Dinsdale Pirannha
Pirannha Corp
#92 - 2014-09-12 06:18:51 UTC
Contrary to what the failed lawyer states on his Eve Pravda site, the people CCP should be talking to about overhauling null sec sov are NOT the current owners, who have huge vested interests in maintaining the status quo when it comes to power / wealth distribution.

Talk to the people that want in to null sec, but are shut out by the cartels.
That means IGNORING the cartel reps on the CSM, and dealing with anyone else, and I mean anyone else.

But that won't happen. The incestuous relationship will continue, and the hegemony of the cartels will continue, no matter what changes are made, because CCP makes posts talking about how they are discussing with the CSM.

CCP, you want to save null sec, and ultimately Eve and your company?
Destroy every game construct that allows any space in the game to be under the total control of a handful of people.
Build new game mechanics that make it impossible for any group to control vast swaths of space.

If you don't, the gridlock and boredom will continue, and CCP will continue to bleed subs.
Oh and BTW, might be smart to actually cater to the casual player base, which regardless of all your propaganda, is still your largest customer demographic.
Vera Algaert
Republic University
Minmatar Republic
#93 - 2014-09-12 06:19:22 UTC  |  Edited by: Vera Algaert
KIller Wabbit wrote:
Sniper Smith wrote:
Rovinia wrote:
- Limit Alliance-to-Alliance blue standing to 2-3 entitys.
Then it'll be done on the Corp level.
There is nothing, NOTHING, you can do in Eve to keep people from working together.



Weekly charge on the list. Escalating with the total number on the list.

You don't need in-game standings to be blue to each other.

If CCP removed in-game standings in the worst case you'd end up with sth like the CVA KOS list (which I can tell you from having lived in Providence for a few months is completely workable), best case you'd do some sneaky client modifications to bring standings right back in (e.g. back in the day people replaced the cached player portraits with - / + pictures to see at a glance how much of local is red/blue).

.

Vera Algaert
Republic University
Minmatar Republic
#94 - 2014-09-12 06:22:01 UTC
Kiera Malukker wrote:

Think the kinds of stuff terrorist do in rl and apply it to eve.... we should have strategic class tools to balance super cap fleets to sow terror in the hearts of our enemies and those we want to enact revenge upon.

Real life terrorists attack checkpoints, not supercarriers.

.

DaReaper
Net 7
Cannon.Fodder
#95 - 2014-09-12 06:57:56 UTC
Zappity wrote:
What was the purpose of the OP? There have been so many threads and discussions. I think you need to provide at least some specifics about your goals if you want meaningful feedback beyond what has already been said.



might of been addressed, my guess is with all the hundreds of threads it is easier to look at all the ideas if they are gathered in one place and easily 'digable'

And i'll pipe in, One thing i think needs to happen is moon goo becomes more of an Active mining activity and not passive. The Ring mining idea was brillant, and the rorq coudl have roles change dot be a cap miner. This would mean alliances need to work there space more and would want to defend it to keep it open for players.

sov should be tied to use, and yes power projection tweeked. I'm not god at holding sov, but thats my thoughts.

OMG Comet Mining idea!!! Comet Mining!

Eve For life.

Fluffi Flaffi
Royal Amarr Institute
Amarr Empire
#96 - 2014-09-12 07:32:25 UTC
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. :)

Thatt Guy
Republic Military School
Minmatar Republic
#97 - 2014-09-12 07:58:21 UTC
Sigras wrote:
Thatt Guy wrote:
Step 1: Ask for feedback
Step 2: Ignore feedback
Step 3: Change things to the way you want it, because screw the players feedback

You already proved you don't care what the players think with wormhole spawning distance and incursion scout sites.

So why should we bother this time?

because what YOU want for the game is always whats best for the game right?

man... you really are that guy...


Seeing as I was with the 85% of people who hated these changes, yeah.

Also seeing as I couldn't care less what is done with 0.0..

Just stating that CCP has a history of asking for feedback, then ignoring it. (and giving two examples)

Haters gonna hate, Trolls gonna troll.

Schmata Bastanold
In Boobiez We Trust
#98 - 2014-09-12 08:34:02 UTC
Swiftstrike1 wrote:
Sovereignty, in it's current form, should be removed from the game entirely.

  • The true measure of "ownership" is control.
  • If I control what happens in your sov, then it doesn't matter whose name is on the label.
  • Control of a system does not require new game mechanics


  • That's basically it. If you can stomp on anybody visiting your system you in fact have control over that system. You can allow people anchor their POSes, have mining ops, ratting parties, whatever but the moment you don't want them there you just burn everything to the ground and kill everybody because they are on "your" territory.

    It works in lowsec pretty well, people take over systems not by planting artificial flags but by actually murdering everything that moves. People use "landscape" of systems connections (pipe lines) to protect resources (agents, belts, moons) they consider theirs. And all that without bubble baths on gates and jump bridges and mechanics to put their name on system info.

    Null could be great if only system control would mean actual control not by magic power of my name painted on the wall.

    Invalid signature format

    Adrie Atticus
    Caldari Provisions
    Caldari State
    #99 - 2014-09-12 08:36:01 UTC
    Schmata Bastanold wrote:
    Swiftstrike1 wrote:
    Sovereignty, in it's current form, should be removed from the game entirely.

  • The true measure of "ownership" is control.
  • If I control what happens in your sov, then it doesn't matter whose name is on the label.
  • Control of a system does not require new game mechanics


  • That's basically it. If you can stomp on anybody visiting your system you in fact have control over that system. You can allow people anchor their POSes, have mining ops, ratting parties, whatever but the moment you don't want them there you just burn everything to the ground and kill everybody because they are on "your" territory.

    It works in lowsec pretty well, people take over systems not by planting artificial flags but by actually murdering everything that moves. People use "landscape" of systems connections (pipe lines) to protect resources (agents, belts, moons) they consider theirs. And all that without bubble baths on gates and jump bridges and mechanics to put their name on system info.

    Null could be great if only system control would mean actual control not by magic power of my name painted on the wall.


    So we can plant N+1 players in a system for X amount of hours in cloaky ships to flip the system?
    Tzuko1
    The All-Seeing Eye
    GaNg BaNg TeAm
    #100 - 2014-09-12 08:39:24 UTC
    Dear CCP !

    As a null-sec pilot since 2006, i've been in predominion and now in the chains of dominion. What people are writing here is correct ! This system just not work. It wasnt worked since day 1. The few things you should consider is really the Travel time you get with capitals and i know some people will try to hit me now, but honestly jumping with capitals is way too easy.

    1. Slow down travel ability of all capitals.

    ITs really simple to do it. After a jump the capital must wait 15 minutes till he can jump again. Than 30 minutes. And keep counting, this can refresh around down time so most of the power blocks will slow down. For those who do logistic jobs this can be reduced in the jump freighters a bit and you can use 2 or 3 chars to do this job. So literally if you slow down the powerblocks ability to move bigger capital fleets you shake up smaller alliances to use capitals more often ! You can move SUB capital fleets faster in this case, so there will be more interesting battles again between sub capitals and capitals.

    2. Destructable stations.

    Its a good thing, there are simply too much of them. But with that restriction if you destroy a station, you shouldn't do it in the same region for a while, that i beleive would be a fair deal of this.

    3. sov capturing.

    I think the current system is nothing but supporting the bigger numbers. What would shake this up, is that you need to think in constellation level when you capture a system. For example: You want to take a system, but for that you need to sit in all of the constellation systems. So the defenders have a chance becouse they dont need to fight all of the attackers, but just a part of it.

    Mixing this 3 would totally rewrite the ability of big coalitons, would make buffer zones, and chances for smaller alliances to fight.

    Good luck with this all im curious where you end up.