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What if it only took an hour of plexing to flip a system?

Author
Boozbaz
Securitech Industries
#1 - 2014-12-28 22:18:05 UTC
What would happen if it only took an hour of plexing to make an IHUB vulnerable?

Would there be more PVP? Would there be less farming? Would it be more FUN?
Crosi Wesdo
War and Order
#2 - 2014-12-28 22:21:06 UTC
Boozbaz wrote:
What would happen if it only took an hour of plexing to make an IHUB vulnerable?

Would there be more PVP? Would there be less farming? Would it be more FUN?


No FW corp would live in FW losec.
Boozbaz
Securitech Industries
#3 - 2014-12-29 00:54:30 UTC
Crosi Wesdo wrote:
Boozbaz wrote:
What would happen if it only took an hour of plexing to make an IHUB vulnerable?

Would there be more PVP? Would there be less farming? Would it be more FUN?


No FW corp would live in FW losec.


Why not?
ValentinaDLM
SoE Roughriders
Electus Matari
#4 - 2014-12-29 00:55:41 UTC
I would be sitting in a POS instead of a station and be annoyed at having to get my alt to fetch ships from the station and bring them to my POS. I mean, it would either be that or in a system bordering FW space. Lots of people without alts, and unwilling to keep their sec up (you miss out on lots of kills that way) would probably just find something else to do.
ValentinaDLM
SoE Roughriders
Electus Matari
#5 - 2014-12-29 00:57:02 UTC
Boozbaz wrote:
Crosi Wesdo wrote:
Boozbaz wrote:
What would happen if it only took an hour of plexing to make an IHUB vulnerable?

Would there be more PVP? Would there be less farming? Would it be more FUN?


No FW corp would live in FW losec.


Why not?


Because there would be no guarantee that when they log in they could redock.
Boozbaz
Securitech Industries
#6 - 2014-12-29 01:17:37 UTC  |  Edited by: Boozbaz
ValentinaDLM wrote:


Because there would be no guarantee that when they log in they could redock.


Yeah I guess that's true. I was going to say that they can just flip the system back, but if they get blown up while trying to flip their system, they won't be able to dock up and come back out in a different ship. There's still no guarantee with the current system, but there is more time to respond to a threat.

One the other hand, having assets locked up in FW space sucks, and with the current system it could take a reallllly long time to get those assets back. If you only needed an hour to flip the system, it would make it a lot easier to get those assets back. I think you're right in saying that most corps and pilots would rather keep their assets out of FW space if the systems flipped so often.
Crosi Wesdo
War and Order
#7 - 2014-12-29 04:20:56 UTC
Some people like to fight over systems rather than farm them while they are quiet. If they are taken so quick that people dont get an option to defend them, fw would be perfectly broken.

As it stands, current fw mechanics are superior to any other conflict driver in eve. Sustained activity over time encourages a sustained responce over time. Defence of a system can be undertaken at anytime until a system falls. Though the later you leave it the more work it becomes.

Elsewhere in eve you have to live with timer fights that just encourage people to bring everything they canfor a single server breaking clusterfolk.
Samuel Triptee
Battle Toad Brigade
Ribbit.
#8 - 2014-12-29 15:20:43 UTC
Crosi Wesdo wrote:
...

As it stands, current fw mechanics are superior to any other conflict driver in eve.

...


^^^

The FW mechanics also promote multiple play styles.

Want to Farm LP? Try defensive plexing in a quiet system. Warp out when you see a threat.

Want to Farm LP and PvP? Go offensive plexing and take the fights that come to you.

Want to PVP? Go hunt for targets in the war zone.

Want to fly solo? Go solo in any of the above scenarios.

Want to small fleet? Go do it. You'll meet other small fleets.

Want to fly large fleets? Go do it. You'll get someone's attention and will find a large fleet, or at least a fight.

Want to play with your capital? You'll get your chance to fly the most shiny things in your hanger.


The general attitude in FW is an enjoyment of PvP by those on all sides and a knowledge that it can be found and supported through the FW mechanics.

Have You Hugged Your Frigate Today?

Zen Guerrilla
CTRL-Q
#9 - 2014-12-29 16:10:13 UTC  |  Edited by: Zen Guerrilla
If anything it's too easy to flip a system and it should take significantly longer to get a system to 100%. Systems are flip flopping too fast.

- Less % from novice, small and medium plexes, same % as it is now from large plexes. Give people an incentive to actually run the large ones, as broken as they are.
- New plexes only spawn when all sizes have been finished. No more systems creeping up just from farmer pigs running novice plexes
- Maybe even make it so systems have to be connected. I.e. you need Huola, Lamaa, Auga or Kamela before you can go and take Kourmonen. Although that might create heavy frontlines and make solo/small gang pvp a lot harder.

pew pew

Veskrashen
Deep Core Mining Inc.
Caldari State
#10 - 2014-12-29 16:40:05 UTC
Zen Guerrilla wrote:
If anything it's too easy to flip a system and it should take significantly longer to get a system to 100%. Systems are flip flopping too fast.

- Less % from novice, small and medium plexes, same % as it is now from large plexes. Give people an incentive to actually run the large ones, as broken as they are.
- New plexes only spawn when all sizes have been finished. No more systems creeping up just from farmer pigs running novice plexes
- Maybe even make it so systems have to be connected. I.e. you need Huola, Lamaa or Kamela before you can go and take Kourmonen. Although that might create heavy frontlines and make solo/small gang pvp a lot harder.

I disagree. Systems are flip flopping "too quickly" because they're not being actively defended, which is exactly the way it should work under an occupancy sov style system. In other words, if you don't want them to flip, put in the effort to prevent that from happening.

I further believe that your proposed changes are terribad. First, it would mean that only larger plexes matter for sov, which would promote the same kind of upward escalation that you see in nullsec. That would render irrelevant anything under HACs/Logi Cruisers. That would be incredibly bad for the health of FW.

Second, making it so plexes don't respawn until they're all complete means that the defender can just run the timer down to 30sec and prevent any additional plexes from spawning. Bad idea.

Third, the whole "connected systems" thing keeps getting pushed, and is also a bad idea. You shouldn't be able to ignore a system and put no effort into keeping it simply because it's not on the "front line". An aggressor should be able to slip "behind the lines" and force you to react or lose territory.

In short, the proposed changes will cause further stagnation and make FW less accessible and less lively. Shame on you.

We Gallente have a saying: "CCP created the Gallente Militia to train the Fighters..."

Zen Guerrilla
CTRL-Q
#11 - 2014-12-29 16:48:23 UTC
Veskrashen wrote:
Zen Guerrilla wrote:
If anything it's too easy to flip a system and it should take significantly longer to get a system to 100%. Systems are flip flopping too fast.

- Less % from novice, small and medium plexes, same % as it is now from large plexes. Give people an incentive to actually run the large ones, as broken as they are.
- New plexes only spawn when all sizes have been finished. No more systems creeping up just from farmer pigs running novice plexes
- Maybe even make it so systems have to be connected. I.e. you need Huola, Lamaa or Kamela before you can go and take Kourmonen. Although that might create heavy frontlines and make solo/small gang pvp a lot harder.

I disagree. Systems are flip flopping "too quickly" because they're not being actively defended, which is exactly the way it should work under an occupancy sov style system. In other words, if you don't want them to flip, put in the effort to prevent that from happening.

I further believe that your proposed changes are terribad. First, it would mean that only larger plexes matter for sov, which would promote the same kind of upward escalation that you see in nullsec. That would render irrelevant anything under HACs/Logi Cruisers. That would be incredibly bad for the health of FW.

Second, making it so plexes don't respawn until they're all complete means that the defender can just run the timer down to 30sec and prevent any additional plexes from spawning. Bad idea.

Third, the whole "connected systems" thing keeps getting pushed, and is also a bad idea. You shouldn't be able to ignore a system and put no effort into keeping it simply because it's not on the "front line". An aggressor should be able to slip "behind the lines" and force you to react or lose territory.

In short, the proposed changes will cause further stagnation and make FW less accessible and less lively. Shame on you.

Ok.

The connected systems really is just an idea.

But please explain how less % from smaller plexes would render them completely useless. They still count. Just a little less which means systems will flip slower. Which in my opinion is a good thing.

And then explain why timing down a system (as a defender) is bad because essentially you're just defending it. If you can't chase one guy out of a plex be prepared to spend a lot more time in there to get new plexes to spawn.

Although that might even slow it down too much. Maybe couple it with automatically resetting timers in empty plexes to keep people from preemptively putting extra time on plexes. That could work.

Most of my ideas really hurt farmers the most. If you actively attack/defend a system, none of the changes really matter much, it'll just slow you down on the way to 100%.

Just sayin'.

pew pew

Crosi Wesdo
War and Order
#12 - 2014-12-29 17:12:47 UTC
I could see smaller plexes giving less % being a reasonable change which could slightly reduce the impact of roaming farmers without largely effecting an organised system push.

But the overall VP from a full spawn of plexes should be similar if not the same as it is now.
Veskrashen
Deep Core Mining Inc.
Caldari State
#13 - 2014-12-29 17:31:45 UTC
Zen Guerrilla wrote:

But please explain how less % from smaller plexes would render them completely useless. They still count. Just a little less which means systems will flip slower. Which in my opinion is a good thing.

And then explain why timing down a system (as a defender) is bad because essentially you're just defending it. If you can't chase one guy out of a plex be prepared to spend a lot more time in there to get new plexes to spawn.

Although that might even slow it down too much. Maybe couple it with automatically resetting timers in empty plexes to keep people from preemptively putting extra time on plexes. That could work.

Most of my ideas really hurt farmers the most. If you actively attack/defend a system, none of the changes really matter much, it'll just slow you down on the way to 100%.

Just sayin'.

As a general rule, I feel that changes to reduce the impact of "farmers" are essentially ways to reduce the need to patrol the areas you control. By reducing the impact folks in small / cheap ships can have on system control, you reduce the need to actively deplex a system to keep it under control.

Moreover, since you can deplex in anything, by having larger plexes count for more you're increasing the power of deplexing alts relative to everything else - including dedicated offensive plexers.

My personal opinion is that the system right now is about good enough - offensive plexing is non-trivial, but still can be done in low level ships to great effect. Cumulative effort over time makes systems vulnerable if they're not cared for. Those systems that are neglected get flipped. This is working as intended.

There's a natural limit to the area you can actively patrol and keep low on the contested scale. This is the natural "area of influence" that an occupancy based sov system promotes by design. Whether a system has a Caldari or Gallente flag on it, you only get to keep it if you put effort into keeping it safe. Neglect it and lose it - as intended.

We Gallente have a saying: "CCP created the Gallente Militia to train the Fighters..."

Andre Vauban
Federal Defense Union
Gallente Federation
#14 - 2014-12-29 18:28:28 UTC
I agree and think the current system is pretty darn good. I would still like to see timer rollbacks (ie if I force a farmer out of a plex and start the timer running in my direction, it will continue running to "neutral" even if I leave the plex unless an opposition FW character comes in to stop it). That gives FW people the one lacking tool, a way to counter a single farmer with a single pvper.

.

Samuel Triptee
Battle Toad Brigade
Ribbit.
#15 - 2014-12-29 19:01:16 UTC
The real topic is "Who has the power to flip a system? Farmers, or PvPers?

Current mechanics require both.

You have a PvP only corp? Good luck flipping a system, you can't even get started.

Want to farm your way to flipping a system? Can't be done, you'll need a fleet FC and PvPers to finsh the job.


I would suggest that instead of trying to modify the existing conditions to better fit your preferred style of play, that you adapt your plans to better fit the existing conditions.

For instance, have you considered what the best balance between PvPers and LP Farmers would be if your corp/alliance wanted to become efficient in flipping systems?

Have You Hugged Your Frigate Today?

GavinGoodrich
Perkone
Caldari State
#16 - 2014-12-30 03:30:59 UTC
FW's current mechanics will never be perfect, but they're a great guideline to base future 0.0 sov mechanics off of. Obviously things can be tweaked, but as it is, it's great.

Haaaaaalp my head's on fire

Crosi Wesdo
War and Order
#17 - 2014-12-30 03:43:01 UTC
Samuel Triptee wrote:

You have a PvP only corp? Good luck flipping a system, you can't even get started.



RDRAW, would like to invite you to Oto to explain why you are wrong.
Samuel Triptee
Battle Toad Brigade
Ribbit.
#18 - 2014-12-30 14:43:57 UTC
Crosi Wesdo wrote:
Samuel Triptee wrote:

You have a PvP only corp? Good luck flipping a system, you can't even get started.



RDRAW, would like to invite you to Oto to explain why you are wrong.


Maybe I'll learn something here, but a system was flipped without running/farming one plex?

My comments stem from the attitudes of "PvP' pilots who shun the idea of farming complexes.


If it's possible to flip a system without actually taking a complex I would like to learn how.

Have You Hugged Your Frigate Today?

Epikurus
Republic University
Minmatar Republic
#19 - 2014-12-30 15:04:44 UTC  |  Edited by: Epikurus
Samuel Triptee wrote:
Crosi Wesdo wrote:
Samuel Triptee wrote:

You have a PvP only corp? Good luck flipping a system, you can't even get started.



RDRAW, would like to invite you to Oto to explain why you are wrong.


Maybe I'll learn something here, but a system was flipped without running/farming one plex?

My comments stem from the attitudes of "PvP' pilots who shun the idea of farming complexes.


If it's possible to flip a system without actually taking a complex I would like to learn how.


A full scale system control battle is a rather different beast in which the plexes become terrain and victory locations for a system wide rolling fleet fight rather than just points to be farmed. In these battles most plexes get contested by full fleets on both sides, so PvP and plexing merge into one another. You don't really 'run' or 'farm' plexes in these fights so much as take and hold them. PvP pilots like plexing under these conditions as plexes bring guaranteed fights. It's unopposed plexing that PvP pilots find boring.

If you want to take a look at one, head up to Hasmijala today (and bring friends). Something like 500 kills there in the last 24 hours and it's probably just getting started. They are the most exciting and rewarding PvP experience to be had in the warzone if you like constant fights for days at a time.

Edit - I should add that this type of fight normally only happens when either a home system for a FW corp or another strategically important objective is attacked. Most outlying systems flip after much uncontested plexing, a bit of skirmishing, and maybe a fight on the iHub. Taking systems in this way is often considered a chore by PvP focussed pilots as it involves lots of plexing without many fights.
Crosi Wesdo
War and Order
#20 - 2014-12-30 15:09:34 UTC
Samuel Triptee wrote:
Crosi Wesdo wrote:
Samuel Triptee wrote:

You have a PvP only corp? Good luck flipping a system, you can't even get started.



RDRAW, would like to invite you to Oto to explain why you are wrong.


Maybe I'll learn something here, but a system was flipped without running/farming one plex?

My comments stem from the attitudes of "PvP' pilots who shun the idea of farming complexes.


If it's possible to flip a system without actually taking a complex I would like to learn how.


Last time we took the whole warzone. The final 4-5 systems started at stable. They were taken by a pvp ready fleet running 24/7.

Oto was taken by RDRAW like yesterday. Im pretty sure they were willing to fight whatever came to stop them.

If your opponent doesnt arrive to fight it doesnt make you a pve fleet by my definition.
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