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Dev blog: Politics by Other Means: Sovereignty Phase Two

First post First post First post
Author
Aiyshimin
Shiva Furnace
#3681 - 2015-03-10 07:24:45 UTC
The link cycle times should be reversed, and be separated into two different modules with each having proper T2 versions with the usual fitting and cap use drawbacks to balance their advantages. Numbers used for illustrative purposes only and don't represent months of planning and testing.

Entosis Connector I
range 20km, cycle time 5min

Entosis Connector II
range 25km, cycle time 4min

Entosis Link I
range 200km, cycle time 10min

Entosis Link II
range 250km, cycle time 8min

Higher positional risk, shorter exposure. Doesn't this feel more balanced?
Anthar Thebess
#3682 - 2015-03-10 07:44:53 UTC  |  Edited by: Anthar Thebess
Aiyshimin wrote:
The link cycle times should be reversed, and be separated into two different modules with each having proper T2 versions with the usual fitting and cap use drawbacks to balance their advantages. Numbers used for illustrative purposes only and don't represent months of planning and testing.

Entosis Connector I
range 20km, cycle time 5min

Entosis Connector II
range 25km, cycle time 4min

Entosis Link I
range 200km, cycle time 10min

Entosis Link II
range 250km, cycle time 8min

Higher positional risk, shorter exposure. Doesn't this feel more balanced?

No because you are not giving enough time for people to form up , and move to this system.
People needs time - without this it will be just mindless grind , and waiting for a noobspawn.

If you want to fight - you must give people enough time to form up.


What i missing here is again alliance capitol.
So system where you are getting HUUUUGGGGGEEEEEE boost to your defensive abilities.
Each alliance must have this in order for industry to be appealing.
You need to move tons of stuff to station, and then produce something.
Some production takes longer than time needed that you have for reinforce timers.

My suggestion.
Allow each alliance to erect a capitol.
This system cannot be contested until all systems around it are lost.
Freeport mode on this system is extended by 1 additional day.
Alliance can change capitol only once per 3 months (this timer is reset when all sov belonging to alliance is lost).
System designated to Capitol must have max indexes for 3 days( or maybe more)
All systems around it must be controlled by its own alliance.

1 boosted system, will help a lot for nullsec industry guys , and also make more people feel they are home.
For example.
So lets look on the Brave issue , where their capitol don't have any indexes :
http://evemaps.dotlan.net/map/Catch/GE-8JV

Brave decide that this system will be their capitol , so they dedicate them self and start to grind indexes for this system.
After 2 days and 5000 dead mining atrons they are ready to do it.
Capitol gets erected.

Now they don't have to care about doing any thing in this system.
It is safe as long as systems :
V-3
3-0
AX-
are under their control.
Brave leadership can also think about reseting TEST and taking YHN in order to have additional system shielding their capitol.
Seaghost Arthie
Dead Eternity
#3683 - 2015-03-10 07:47:20 UTC  |  Edited by: Seaghost Arthie
[/quote]Small scale grinding is still grinding - Shoot the node, is grinding - Entosis module, is still grinding but to a fixed timetable.
And seriously, if you think a 14,000 man alliance is only going to send a 50 man fleet, you deluding yourself, just as CCP is for thinking that same way.
Large coalitions will pick their targets carefully and drive them out with sheer numbers, yes there will be killmails. Much like there is today, a 500 man fleet blaps a 50 man fleet.
Only another large coalition is going to be a threat to a large coalition and they won't fight each other because they have no need to. Much the same as it is today; funny that.

RL war is not fought on a timetable to suit the combatants on both sides. Battles do not end after 4 hours nor do they wait until the timer says go to start fighting.
If in fact RL wars were fought along the lines CCP is proposing for Eve, there would be no wars. Just lots of military personal sitting around waiting for the enemy to turn up, then chase and repel them with more Entosis modules.[/quote]


If looking at the trees then this is how it appears, however when looking at the forest then the landscape changes. Your points are valid to a degree however let me throw this out there.

In region A there are 5 alliances, 1 that is reviled by the other 4. But 1 is much larger than the other 4 making them more vulnerable in actuality. This is because groups 2 thru 4 come up with a plan that causes 1 to spread out their forces to deal with multiple fronts at a single time. Obviously group 1 is at a strong disadvantage until the numbers game starts concerning def bonuses vs attacking bonuses. Then depending on where groups 2 thru 4 strike at and their group sizes will determine the eventual outcome depending on the amount of forces that group 1 can field. In some cases sacrifices will have to be made to ensure keeping key territories. If an R64 moon is far into someone elses sphere of influence then its vulnerable depending on force composition holding the system and the moon might have to be abandoned.

Now lets extrapolate that out to todays current situation in null. I'm no expert but there are lots of folks down there looking for content and they will be chomping at the bit to slowly be taking territory from certain named coalitions just for the tears. And this will revitalize the mercenary groups, they will be needed badly by the majority. Hero for one will have a much easier time taking SoV and holding it with the reduced needs for supers. And small gang warfare is much more engaging for the members than large scale fleet battles with massive tidi. I do predict that there will be lots of skirmishes breaking out if this goes live, lots of peeps have axes to grind and are like minded.

As to the big debate on timers I say this, come up with another idea that fits within the rest of the scope of what CCP is trying to do. I understand some will be upset because alliance A's timer is set just after downtime so they have to set their alarm clocks to go do battle, sorry life is tough sometimes, buck up. If you are really so dedicated to the game that you are a full time null player that wants to war then this is a minor inconvenience. Back in the late 90's when Everquest was the king I remember setting alarms to kill boss mobs, if we did it back then, you can do it now.

Edit: Also back then the majority of hard core players were of a similar age as there exists in Eve today. And most of us had jobs that allowed us to play while working, like me working from home. We hated change also, but I thought the adaption period was one of most engaging in the game, never knew what was going to happen, the vast unknown.

But until all of this goes live, or at least to test, its all speculation as we have no hard numbers yet. Only time will tell.
Aiyshimin
Shiva Furnace
#3684 - 2015-03-10 08:00:34 UTC
Anthar Thebess wrote:
Aiyshimin wrote:
The link cycle times should be reversed, and be separated into two different modules with each having proper T2 versions with the usual fitting and cap use drawbacks to balance their advantages. Numbers used for illustrative purposes only and don't represent months of planning and testing.

Entosis Connector I
range 20km, cycle time 5min

Entosis Connector II
range 25km, cycle time 4min

Entosis Link I
range 200km, cycle time 10min

Entosis Link II
range 250km, cycle time 8min

Higher positional risk, shorter exposure. Doesn't this feel more balanced?

No because you are not giving enough time for people to form up , and move to this system.
People needs time - without this it will be just mindless grind , and waiting for a noobspawn.

If you want to fight - you must give people enough time to form up.



My suggestion increases the cycle times from the original, but anyway, these are the module cycle times, the process itself starts only after this first cycle complete, and it's duration depends on the system sov stats. Worst case scenario would be 10+40min. Best case scenario 8+10min.

Any competent entity can form up in <10 minutes to counter a roaming gang especially when their intel channels give early warning. If you can't do that, or there's a proper siege fleet entosing your structures, then you need to postpone your formup for the main event and the actual fights.

Josef Djugashvilis
#3685 - 2015-03-10 08:10:17 UTC
Jenn aSide wrote:
Dracvlad wrote:
I was able to earn 108m an hour in Cobalt Edge with a carrier and oracle on grid


Wow, 108 mil per hour (54 mil per hour per toon). Nice.

In high sec you can use a Mach and make 86 mil per hour doing lvl 3 missions while being protected by CONCORD.

So for the cost of using TWO characters and a CAPITAL SHIP that takes months to train for, and while flying in space where the space police won't help you, you get a whopping, mind blowing 22 million isk extra per hour total.

Thanks for helping us empirically demonstrate the imbalances we were discussing, imbalances that end up distorting everything ccp tries to do with null sec.


Jeez Jenn, let it go man.

CCP ain't listening to you.

This is not a signature.

Seaghost Arthie
Dead Eternity
#3686 - 2015-03-10 08:10:26 UTC
Anthar Thebess wrote:
Aiyshimin wrote:
The link cycle times should be reversed, and be separated into two different modules with each having proper T2 versions with the usual fitting and cap use drawbacks to balance their advantages. Numbers used for illustrative purposes only and don't represent months of planning and testing.

Entosis Connector I
range 20km, cycle time 5min

Entosis Connector II
range 25km, cycle time 4min

Entosis Link I
range 200km, cycle time 10min

Entosis Link II
range 250km, cycle time 8min

Higher positional risk, shorter exposure. Doesn't this feel more balanced?

No because you are not giving enough time for people to form up , and move to this system.
People needs time - without this it will be just mindless grind , and waiting for a noobspawn.

If you want to fight - you must give people enough time to form up.


What i missing here is again alliance capitol.
So system where you are getting HUUUUGGGGGEEEEEE boost to your defensive abilities.
Each alliance must have this in order for industry to be appealing.
You need to move tons of stuff to station, and then produce something.
Some production takes longer than time needed that you have for reinforce timers.

My suggestion.
Allow each alliance to erect a capitol.
This system cannot be contested until all systems around it are lost.
Freeport mode on this system is extended by 1 additional day.
Alliance can change capitol only once per 3 months (this timer is reset when all sov belonging to alliance is lost).
System designated to Capitol must have max indexes for 3 days( or maybe more)
All systems around it must be controlled by its own alliance.

1 boosted system, will help a lot for nullsec industry guys , and also make more people feel they are home.
For example.
So lets look on the Brave issue , where their capitol don't have any indexes :
http://evemaps.dotlan.net/map/Catch/GE-8JV

Brave decide that this system will be their capitol , so they dedicate them self and start to grind indexes for this system.
After 2 days and 5000 dead mining atrons they are ready to do it.
Capitol gets erected.

Now they don't have to care about doing any thing in this system.
It is safe as long as systems :
V-3
3-0
AX-
are under their control.
Brave leadership can also think about resetting TEST and taking YHN in order to have additional system shielding their capitol.


I like this idea as it mimics real life to a degree. Also only bigger alliances should be able to have a capital and this method seems to ensure that this would be the case as it would be hard for a small alliance to control the surrounding 4 systems with the proposed changes.

The tough part would be getting a good and fair number for the boosts this would give but testing could figure that out.
Nyphur
Pillowsoft
#3687 - 2015-03-10 08:35:46 UTC  |  Edited by: Nyphur
I wrote my thoughts about the system in my latest article ( http://massivelyop.net/2015/03/08/eve-evolved-sovereignty-2-0-needs-some-work/ ) but I'd like to run through the main points here on the forum for more visibility:

Vulnerability windows and reinforcement timers:
There's been a lot of rage about the four hour vulnerability window, but I think it's a great idea. The problem is that vulnerability windows are fundamentally incompatible with reinforcement timers. CCP seems to be under the impression that people will actually defend against the first attack on a structure that knocks it into reinforced mode as long as it's their prime time, but why would they bother?

If something gets attacked in the new system, you can either cobble together a match patch defense fleet within the 10-40 mins before the structure is reinforced, or ignore it and spend TWO FULL DAYS preparing for the exact minute that it comes out of reinforced mode. Tell me which of those sounds more likely to actually happen. The initial entosis attack on a structure is not a credible threat, especially if anyone with a frigate and small tech 1 module can do it. If CCP wants people to defend against attacks during their prime time, they need to give people enough time to respond and some REAL consequences for not responding.


The "Main Event" is artificial and gamesy:
In the new system, why must we capture stuff by playing this new faction warfare style control point minigame? Why do control points magically appear throughout the constellation if we're trying to capture a space station off someone? I'm all for more interesting battles that can split a fleet across multiple targets in a constellation, but this feels really fake and forced.

I take exception to the idea that we even need some kind of special gameplay mechanic spawning control points for us to fight over. Devs have tried artificially creating flashpoints for PvP in the past, and it never works. EVE is a PvP sandbox whose most enticing feature is unpredictable emergent gameplay, why would you sabotage that? We don't need swings and slides, just give us some buckets and spades and maybe a little water for a moat and some tiny little flags.


An alternative sov system:
Here's a much simpler and more intuitive sov system that still uses most of the proposal:

  • There are NO reinforcement timers on any structures. Instead, they're vulnerable to capture during your alliance's vulnerability window.
  • Each structure has an ownership rating out of 4 or 5.
  • Using an Entosis module to capture a structure takes about 40 minutes and reduces the ownership rating by 1 point.
  • Each structure can only lose a maximum of 1 point per day.
  • If ownership drops to 0, the structure becomes neutral and can be captured the next day, or ownership switches immediately to the attacker.
  • Every day that a structure isn't successfully attacked, it regains 1-2 points of ownership automatically.
  • Split the Entosis module into a small Defensive version anyone can use to block capture and a capital sized Offensive version that's required to capture something.

There's a simple, easy to understand and completely self-balancing system for territorial warfare. Instead of knocking someone's station into reinforced and then waiting 48 hours before taking on some bizarre control point PvP minigame, you would form up daily fleets during the target alliance's vulnerability window and try to capture as many objectives as possible. It would be a great way to draw out fights as alliances will be forced to defend their space for those four hours per day or at least block capture with entosis ships, and if someone wants to legitimately threaten your ownership they have to put at least one carrier on the line.

The end result will be daily battles for at least five days, each of which could be a really good fight and has the potential to escalate because there's a capital ship locked down for 40 minutes and it can't be remote repaired. And this system should naturally lead to emergent strategies like splitting your fleet to hit multiple targets at once or keeping an enemy fleet busy in one place while you try to capture another because it's more efficient since we're using single entosis links rather than combined damage now. We don't need CCP's fake constellation-wide battles to force people to do this.

Before anyone kicks up a stink about removing reinforcement timers, keep in mind that with this system you'd have to capture a structure five separate times on five separate days before it'd be yours. That gives the defender a lot more heads up than the current system about the fact that they're going to lose a structure unless they organise a defense fleet, the only difference is that the attacker could hit the structure at any point during each four hour period. Removing reinforcement timers means also alliances will find it difficult to hold onto star systems they don't actively use since they'll need to respond to threats within 40 mins or so.


Other ideas: Jovian Listening Posts
As the devs are unlikely to toss their constellation-wide PvP idea out the window, I would suggest that it be reappropriated for another purpose. Give each nullsec constellation a Jovian Listening Post structure in a central system, which can be captured to give your alliance control over the local chat in that constellation. We could be allowed to set the constellation to delayed mode, for example. Or we could get access to a constellation channel or a new intel pane that shows all pilots in the constellation. It makes sense to be fighting over control nodes throughout the constellation if it's linked to a constellation-wide service, and this ties in with the current storyline.
Sgt Ocker
What Corp is it
#3688 - 2015-03-10 09:52:50 UTC
Nyphur wrote:
I wrote my thoughts about the system in my latest article ( http://massivelyop.net/2015/03/08/eve-evolved-sovereignty-2-0-needs-some-work/ ) but I'd like to run through the main points here on the forum for more visibility:

Vulnerability windows and reinforcement timers:
There's been a lot of rage about the four hour vulnerability window, but I think it's a great idea. The problem is that vulnerability windows are fundamentally incompatible with reinforcement timers. CCP seems to be under the impression that people will actually defend against the first attack on a structure that knocks it into reinforced mode as long as it's their prime time, but why would they bother?

If something gets attacked in the new system, you can either cobble together a match patch defense fleet within the 10-40 mins before the structure is reinforced, or ignore it and spend TWO FULL DAYS preparing for the exact minute that it comes out of reinforced mode. Tell me which of those sounds more likely to actually happen. The initial entosis attack on a structure is not a credible threat, especially if anyone with a frigate and small tech 1 module can do it. If CCP wants people to defend against attacks during their prime time, they need to give people enough time to respond and some REAL consequences for not responding.


The "Main Event" is artificial and gamesy:
In the new system, why must we capture stuff by playing this new faction warfare style control point minigame? Why do control points magically appear throughout the constellation if we're trying to capture a space station off someone? I'm all for more interesting battles that can split a fleet across multiple targets in a constellation, but this feels really fake and forced.

I take exception to the idea that we even need some kind of special gameplay mechanic spawning control points for us to fight over. Devs have tried artificially creating flashpoints for PvP in the past, and it never works. EVE is a PvP sandbox whose most enticing feature is unpredictable emergent gameplay, why would you sabotage that? We don't need swings and slides, just give us some buckets and spades and maybe a little water for a moat and some tiny little flags.


An alternative sov system:
Here's a much simpler and more intuitive sov system that still uses most of the proposal:

  • There are NO reinforcement timers on any structures. Instead, they're vulnerable to capture during your alliance's vulnerability window.
  • Each structure has an ownership rating out of 4 or 5.
  • Using an Entosis module to capture a structure takes about 40 minutes and reduces the ownership rating by 1 point.
  • Each structure can only lose a maximum of 1 point per day.
  • If ownership drops to 0, the structure becomes neutral and can be captured the next day, or ownership switches immediately to the attacker.
  • Every day that a structure isn't successfully attacked, it regains 1-2 points of ownership automatically.
  • Split the Entosis module into a small Defensive version anyone can use to block capture and a capital sized Offensive version that's required to capture something.

There's a simple, easy to understand and completely self-balancing system for territorial warfare. Instead of knocking someone's station into reinforced and then waiting 48 hours before taking on some bizarre control point PvP minigame, you would form up daily fleets during the target alliance's vulnerability window and try to capture as many objectives as possible. It would be a great way to draw out fights as alliances will be forced to defend their space for those four hours per day or at least block capture with entosis ships, and if someone wants to legitimately threaten your ownership they have to put at least one carrier on the line.

The end result will be daily battles for at least five days, each of which could be a really good fight and has the potential to escalate because there's a capital ship locked down for 40 minutes and it can't be remote repaired. And this system should naturally lead to emergent strategies like splitting your fleet to hit multiple targets at once or keeping an enemy fleet busy in one place while you try to capture another because it's more efficient since we're using single entosis links rather than combined damage now. We don't need CCP's fake constellation-wide battles to force people to do this.

Before anyone kicks up a stink about removing reinforcement timers, keep in mind that with this system you'd have to capture a structure five separate times on five separate days before it'd be yours. That gives the defender a lot more heads up than the current system about the fact that they're going to lose a structure unless they organise a defense fleet, the only difference is that the attacker could hit the structure at any point during each four hour period. Removing reinforcement timers means also alliances will find it difficult to hold onto star systems they don't actively use since they'll need to respond to threats within 40 mins or so.

I like this, my only concern is it removes all but the "biggest" "small alliances" from ever holding sov.
The 4 hour window is just to much for the majority of smaller alliances to cover.

Maybe an alternative could be - The "prime time" window is governed by member numbers.
Prime Time based on Alliance numbers;
(examples only)
0-1000, 1.5 hour window
1,001 - 2,000 :- 2 hours
2,001 - 4,000 :- 3 hours
4,001 - 10,000 :- 4 hours
10,001 + :- 8 hours but can be split into 2 X 4 hour sessions

Something like this would allow smaller alliances face less risk because they can't field the numbers for four hours and also expose the big alliances to more conflict to keep their member numbers occupied.
It also gives alliances choice - Do we strive to be a mega alliance and get as big as we can or do we stay relatively small.

My opinions are mine.

  If you don't like them or disagree with me that's OK.- - - - - - Just don't bother Hating - I don't care

It really is getting harder and harder to justify $23 a month for each sub.

Nyphur
Pillowsoft
#3689 - 2015-03-10 10:47:22 UTC  |  Edited by: Nyphur
Sgt Ocker wrote:

I like this, my only concern is it removes all but the "biggest" "small alliances" from ever holding sov.
The 4 hour window is just to much for the majority of smaller alliances to cover.

Maybe an alternative could be - The "prime time" window is governed by member numbers.
Prime Time based on Alliance numbers;
(examples only)
0-1000, 1.5 hour window
1,001 - 2,000 :- 2 hours
2,001 - 4,000 :- 3 hours
4,001 - 10,000 :- 4 hours
10,001 + :- 8 hours but can be split into 2 X 4 hour sessions

Something like this would allow smaller alliances face less risk because they can't field the numbers for four hours and also expose the big alliances to more conflict to keep their member numbers occupied.
It also gives alliances choice - Do we strive to be a mega alliance and get as big as we can or do we stay relatively small.

Variable vulnerability windows of some kind would definitely help small alliances, it's really a question of what factors it should vary based on. Alliance size is one option, though it may just encourage alliances to break apart and work together unofficially. Another option would be to give each structure a separate 2 hour timer and disallow overlapping timers within a star system. That way a very small alliance could claim only the station in a system and keep watch for only 2 hours per day, but full occupancy (station, ihub and flag) would require 6 hours.

Personally, I think some kind of system where you gain a tangible benefit but it costs you extra vulnerability hours is the way to go. Start the system out on 1 or 2 hours and add an hour for each major ihub upgrade. Or start it at 4-6 hours and add pairs of mutually exclusive options to the ihub/station/flag where one of them is reduced vulnerability time by 1 hour and the other is a big tangible benefit. I'd lean toward the second option there as the first one makes empty systems easier to defend and that's counter-productive.

Either way this is just balancing numbers, the important part is the core sov gameplay. If what's in the the devblog turns out to be CCP's final design (and I suspect it may be based on how much effort was put into it), it's not going to work.
Ugly Eric
Fistful of Finns
#3690 - 2015-03-10 10:48:49 UTC
So much hate towards CCP. People crying of Fozzie nerfing everything. Yet they fail to see how much more balanced things are now than they were before. "ability to use t1 cruisers were nerfed to oblivion by jump fatigue" Honestly I find claims like that hilarious. T1 cruisers can use gates you know.

You people need to chill out. The proposed sov changes may not create the best ideal sov mechanics, but atleast it will be way better than it is now. Most of players ideas on this thread are outright useless. Though out by narrow minded ppl wanting only to buff their own way of sov living.

I agree that the proposed changes may not be the ideal situation for my way of living, but atleast it stirs the nest. If I would have it my way, it would penaltize ppl of having more sove than they can use. It would nerf lsec FW and hsec incursion incomes so much, that 0.0 would be the only feasable way of keeping your accounts plexed. The occupancy model would include pvp as it's main meter and most important meter. It would let us destroy player built stations. It would make it possible to claim lsec to nullsec and hsec to lsec (and vice versa). It would nerf the living **** out of passive alliance level income and make all income individual level. It would let the supercapitals to be docked. It would introduce more endgame content. It would give older players the edge on on their skillpoints to some usage.
But hey. I cant have it my way. I have only the CCP way to play this game with. And yet I keep playing. As are all of you whiney faglets too. And most of you keep doing so. As will I.

Adapt or die. Been the keyphrase in eve for as long as this game has excisted. I hope to damn it will keep doing so.
xttz
GSF Logistics and Posting Reserves
Goonswarm Federation
#3691 - 2015-03-10 11:31:50 UTC
Nyphur wrote:

An alternative sov system:
Here's a much simpler and more intuitive sov system that still uses most of the proposal:

  • There are NO reinforcement timers on any structures. Instead, they're vulnerable to capture during your alliance's vulnerability window.
  • Each structure has an ownership rating out of 4 or 5.
  • Using an Entosis module to capture a structure takes about 40 minutes and reduces the ownership rating by 1 point.
  • Each structure can only lose a maximum of 1 point per day.
  • If ownership drops to 0, the structure becomes neutral and can be captured the next day, or ownership switches immediately to the attacker.
  • Every day that a structure isn't successfully attacked, it regains 1-2 points of ownership automatically.
  • Split the Entosis module into a small Defensive version anyone can use to block capture and a capital sized Offensive version that's required to capture something.


I really like the tug-of-war aspect of this, akin to the old POS-based system but without endless structure shooting. This makes it possible for an attacker to make gradual progress without being dropped back to square 1 for losing a single fight.

The simplest metric here would be to re-purpose the current Strategic Index, and have it increase by 1 for each 24 hour period it's not successfully attacked. As this index is tied to the capture timer, this creates an increasing sense of urgency as each day of failed defense makes subsequent days harder.

The one part I would object to here is the special capital-sized link being required. By far the biggest flaw in both previous sov systems has been the reliance on needing the biggest ships, especially capitals and supers. This sets a barrier for entry into nullsec for smaller groups and implies only the richest side should win.
I would however argue that there should be an element of risk/reward for using more costlier hulls. How about a capture time modifier based on hull type? Low-risk frigates would take twice as long to capture as a battleship, with a slight bonus (perhaps -10%) for capitals. This provides an incentive to use larger ships without making them essential.
Dracvlad
Taishi Combine
Astral Alliance
#3692 - 2015-03-10 11:35:39 UTC
Nyphur wrote:
I wrote my thoughts about the system in my latest article ( http://massivelyop.net/2015/03/08/eve-evolved-sovereignty-2-0-needs-some-work/ ) but I'd like to run through the main points here on the forum for more visibility:

Vulnerability windows and reinforcement timers:
There's been a lot of rage about the four hour vulnerability window, but I think it's a great idea. The problem is that vulnerability windows are fundamentally incompatible with reinforcement timers. CCP seems to be under the impression that people will actually defend against the first attack on a structure that knocks it into reinforced mode as long as it's their prime time, but why would they bother?

If something gets attacked in the new system, you can either cobble together a match patch defense fleet within the 10-40 mins before the structure is reinforced, or ignore it and spend TWO FULL DAYS preparing for the exact minute that it comes out of reinforced mode. Tell me which of those sounds more likely to actually happen. The initial entosis attack on a structure is not a credible threat, especially if anyone with a frigate and small tech 1 module can do it. If CCP wants people to defend against attacks during their prime time, they need to give people enough time to respond and some REAL consequences for not responding.


The "Main Event" is artificial and gamesy:
In the new system, why must we capture stuff by playing this new faction warfare style control point minigame? Why do control points magically appear throughout the constellation if we're trying to capture a space station off someone? I'm all for more interesting battles that can split a fleet across multiple targets in a constellation, but this feels really fake and forced.

I take exception to the idea that we even need some kind of special gameplay mechanic spawning control points for us to fight over. Devs have tried artificially creating flashpoints for PvP in the past, and it never works. EVE is a PvP sandbox whose most enticing feature is unpredictable emergent gameplay, why would you sabotage that? We don't need swings and slides, just give us some buckets and spades and maybe a little water for a moat and some tiny little flags.


An alternative sov system:
Here's a much simpler and more intuitive sov system that still uses most of the proposal:

  • There are NO reinforcement timers on any structures. Instead, they're vulnerable to capture during your alliance's vulnerability window.
  • Each structure has an ownership rating out of 4 or 5.
  • Using an Entosis module to capture a structure takes about 40 minutes and reduces the ownership rating by 1 point.
  • Each structure can only lose a maximum of 1 point per day.
  • If ownership drops to 0, the structure becomes neutral and can be captured the next day, or ownership switches immediately to the attacker.
  • Every day that a structure isn't successfully attacked, it regains 1-2 points of ownership automatically.
  • Split the Entosis module into a small Defensive version anyone can use to block capture and a capital sized Offensive version that's required to capture something.

There's a simple, easy to understand and completely self-balancing system for territorial warfare. Instead of knocking someone's station into reinforced and then waiting 48 hours before taking on some bizarre control point PvP minigame, you would form up daily fleets during the target alliance's vulnerability window and try to capture as many objectives as possible. It would be a great way to draw out fights as alliances will be forced to defend their space for those four hours per day or at least block capture with entosis ships, and if someone wants to legitimately threaten your ownership they have to put at least one carrier on the line.

The end result will be daily battles for at least five days, each of which could be a really good fight and has the potential to escalate because there's a capital ship locked down for 40 minutes and it can't be remote repaired. And this system should naturally lead to emergent strategies like splitting your fleet to hit multiple targets at once or keeping an enemy fleet busy in one place while you try to capture another because it's more efficient since we're using single entosis links rather than combined damage now. We don't need CCP's fake constellation-wide battles to force people to do this.

Before anyone kicks up a stink about removing reinforcement timers, keep in mind that with this system you'd have to capture a structure five separate times on five separate days before it'd be yours. That gives the defender a lot more heads up than the current system about the fact that they're going to lose a structure unless they organise a defense fleet, the only difference is that the attacker could hit the structure at any point during each four hour period. Removing reinforcement timers means also alliances will find it difficult to hold onto star systems they don't actively use since they'll need to respond to threats within 40 mins or so.


Other ideas: Jovian Listening Posts
As the devs are unlikely to toss their constellation-wide PvP idea out the window, I would suggest that it be reappropriated for another purpose. Give each nullsec constellation a Jovian Listening Post structure in a central system, which can be captured to give your alliance control over the local chat in that constellation. We could be allowed to set the constellation to delayed mode, for example. Or we could get access to a constellation channel or a new intel pane that shows all pilots in the constellation. It makes sense to be fighting over control nodes throughout the constellation if it's linked to a constellation-wide service, and this ties in with the current storyline.


I like this too, in fact very much so...

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp

Freedom Nadd
Garoun Investment Bank
Gallente Federation
#3693 - 2015-03-10 12:07:12 UTC
Well after looking at the launcher this morning, it is blatantly obvious that CCP is in full on Greed is Good mode and is not open to any feedback that does not tell them what a great idea it is.

Looks like a summer of making high sec burn is on the cards once more.
Freedom Nadd
Garoun Investment Bank
Gallente Federation
#3694 - 2015-03-10 12:22:41 UTC
Josef Djugashvilis wrote:
Jenn aSide wrote:
Dracvlad wrote:
I was able to earn 108m an hour in Cobalt Edge with a carrier and oracle on grid


Wow, 108 mil per hour (54 mil per hour per toon). Nice.

In high sec you can use a Mach and make 86 mil per hour doing lvl 3 missions while being protected by CONCORD.

So for the cost of using TWO characters and a CAPITAL SHIP that takes months to train for, and while flying in space where the space police won't help you, you get a whopping, mind blowing 22 million isk extra per hour total.

Thanks for helping us empirically demonstrate the imbalances we were discussing, imbalances that end up distorting everything ccp tries to do with null sec.


Jeez Jenn, let it go man.

CCP ain't listening to you.


CCP aint listening full stop. The employee's that have an actual history of listening all jumped ship a long time ago, what we have left are very much the graveyard shift driving the good boat EVE into the ground.

It is the yearly pattern, distract the plebians with a fake popularity contest aka CSM and while that is going on screw the game as hard as possible.
Godfrey Silvarna
Arctic Light Inc.
Arctic Light
#3695 - 2015-03-10 12:40:07 UTC
Ugly Eric wrote:
So much hate towards CCP. People crying of Fozzie nerfing everything. Yet they fail to see how much more balanced things are now than they were before. "ability to use t1 cruisers were nerfed to oblivion by jump fatigue" Honestly I find claims like that hilarious. T1 cruisers can use gates you know.

You people need to chill out. The proposed sov changes may not create the best ideal sov mechanics, but atleast it will be way better than it is now. Most of players ideas on this thread are outright useless. Though out by narrow minded ppl wanting only to buff their own way of sov living.

I agree that the proposed changes may not be the ideal situation for my way of living, but atleast it stirs the nest. If I would have it my way, it would penaltize ppl of having more sove than they can use. It would nerf lsec FW and hsec incursion incomes so much, that 0.0 would be the only feasable way of keeping your accounts plexed. The occupancy model would include pvp as it's main meter and most important meter. It would let us destroy player built stations. It would make it possible to claim lsec to nullsec and hsec to lsec (and vice versa). It would nerf the living **** out of passive alliance level income and make all income individual level. It would let the supercapitals to be docked. It would introduce more endgame content. It would give older players the edge on on their skillpoints to some usage.
But hey. I cant have it my way. I have only the CCP way to play this game with. And yet I keep playing. As are all of you whiney faglets too. And most of you keep doing so. As will I.

Adapt or die. Been the keyphrase in eve for as long as this game has excisted. I hope to damn it will keep doing so.

I love you Eric.

Eric4CSMXI
Nyphur
Pillowsoft
#3696 - 2015-03-10 13:02:41 UTC
xttz wrote:
The one part I would object to here is the special capital-sized link being required. By far the biggest flaw in both previous sov systems has been the reliance on needing the biggest ships, especially capitals and supers. This sets a barrier for entry into nullsec for smaller groups and implies only the richest side should win.
I would however argue that there should be an element of risk/reward for using more costlier hulls. How about a capture time modifier based on hull type? Low-risk frigates would take twice as long to capture as a battleship, with a slight bonus (perhaps -10%) for capitals. This provides an incentive to use larger ships without making them essential.

The only reason I suggested limiting capturing to capitals was to make sure the attacker puts something worth killing on the line, both to discourage sov trolling and to encourage defense fleets to respond to attacks. I'm sure we all have stories similar to B-R5RB but on a micro scale where someone blurted out in alliance chat that they have a carrier tackled, and if we could make that a more common occurence, those four hours of defense fleets each day could be amazing fun.

Your compromise sounds perfect though, and it should be easy to implement by just having different sizes of entosis module that capture at different rates after the initial cycle. People could then choose whether they want to risk an interceptor for 60 minutes, a battleship for 40, or a carrier for 25, for example.
Lord Zeuus
Shadow State
Goonswarm Federation
#3697 - 2015-03-10 14:07:42 UTC
CCP if you're listening:

Delayed local in Null
No Fleet Warps
Supers that have no real DPS use
SOV that can be taken by a frigate

if those are goals that become reality then I'm out.
Josef Djugashvilis
#3698 - 2015-03-10 14:09:29 UTC  |  Edited by: Josef Djugashvilis
Lord Zeuus wrote:
CCP if you're listening:

Delayed local in Null
No Fleet Warps
Supers that have no real DPS use
SOV that can be taken by a frigate

if those are goals that become reality then I'm out.


Your threat/promise can only work if you threaten to unsub your zillion alts as well.

This is not a signature.

Lord Zeuus
Shadow State
Goonswarm Federation
#3699 - 2015-03-10 14:22:09 UTC
Josef Djugashvilis wrote:
Lord Zeuus wrote:
CCP if you're listening:

Delayed local in Null
No Fleet Warps
Supers that have no real DPS use
SOV that can be taken by a frigate

if those are goals that become reality then I'm out.


Your can only work if you threaten to unsub your zillion alts as well.


If they're interested, or if they're counting, I'm sure they can see the accounts I pay for. With all the changes over the years I have never posted a "or else I'll unsub threat". Idle threats are useless.
X Gallentius
Black Eagle1
#3700 - 2015-03-10 14:35:25 UTC
Would you guys all please unsub now and get it over with so CCP can move forward and away from "Sov Rent Online"? If you would have provided content instead of "blue donut online" none of this would have happened. Your bad I guess.